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HMS_Kilinowski

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Everything posted by HMS_Kilinowski

  1. HMS_Kilinowski

    Slava OR Ohio

    Just tell him to get Slava. Who needs concealment anyway? It's for noob players who can't hit at max range and need to get closer to do damage. Good players just mount the range mod on Slava, as they did on Yamato and Republique, and compensate by playing even further back. You can even mount torpedo acquisition mod to defend against Shima 20km torps. But that is a niche skill, since noob DDs will hang around caps for inferior XP-earnings. So you are safe. And since you are going to be the last ship alive in each lost battle - and they will be many - you can farm XP for even longer. Who needs wins? XP rulz. It gets you the best ships. Never mind that enemies get better as well.
  2. HMS_Kilinowski

    Torpedos in einen Nahkampf feuern?

    Ist das ein Trollversuch? So eine Überschrift provoziert doch ungemein. Grundregel ist: Niemals torpen, wenn Verbündete getroffen werden können !!! ... !!!!!! Diese Regel gilt erst mal gaaaaaaanz lange Zeit. Irgendwann, und da rede ich von ein paar tausend Gefechten, mit außergewöhnlich guter Eigenleistung, kann man sich dann vorsichtig an solche Luxustaktiken heranwagen. Da gehört sehr viel Können dazu, solche Torps korrekt abschätzen zu können. Man muss den Gegner verstehen, aber auch das Können des eigenen Spielers, den man evtl. treffen könnte, abschätzen können. Wie werden beide sich verhalten? Welche Taktiken werden sie nutzen und wie werden sie aufeinander reagieren. Anfänger umkreisen sich endlos mit maximaler Breitseite. Bessere Spieler gehen oft in parabelförmigen Nahkampf. Inseln spielen eine Rolle. Kann der eigene Spieler den Gegner zum stranden provozieren und dann auf die schwache Seite gelangen, während der Gegner seine Türme auf der falschen Seite hat? Da spielen so viele Faktoren hinein, dass man sich schon absolut sicher sein sollte, was in den nächsten 40-60 Sekunden passiert. Am besten ist, wenn man mit dem Spieler kommunizieren kann. Ich torpe üblicherweise knapp an Leuten meiner Division vorbei. Solange man Voice-Chat hat, kann man sich kurz absprechen: "Kann ich knapp hinter dir vorbei torpen. Musst du wenden?" "Nö, geht klar." Auch da geht gelegentlich was schief. Das hab ich auch schon erlebt, dass Torps dann doch vergessen wurden und der Divi-Kumpel plötzlich reindreht. Oder man hat sich missverständlich ausgedrückt. Kann alles passieren. Das Problem ist auch nicht alleine, dass man seinen eigenen Spieler trifft, sondern dass man seinen Handlungsspielraum einschränkt. Ich hatte gestern so einen Vollpfosten, der hat mir seine Venezia-Torps aus zweiter Reihe vor meinen stehenden DD geworfen. ich bin im Cap und warte nur drauf jeden Augenblick den gegnerischen DD zu sichten. Dann machen wir uns gegenseitig auf und ich kann nicht vorwärts fahren, weil ich Venezia-Torps vor die Nase geknallt bekommen habe. Ich muss rückwärts fahren, damit der Gegner mir nicht von überall her die Hucke vollhaut. Am Ende bin ich der Depp mit 1/4 Lebensbalken und meine Venezia hat noch ein schönes Gefecht. Danke auch. Deswegen mein dringender Appell. Wenn man's nicht kann, soll man's um Himmels Willen bitte lassen. Was völlig anderes ist, wenn man ein BB rushen kann, dass gerade in einen Brawl verwickelt ist. Das ist eine valide Taktik. Der ist beschäftigt und man wird zu spät als Bedrohung wahrgenommen. Dann muss man aber auch nah ran. Und mit "nah" meine ich nicht 2km, wo er dann hart dreht und doch vorne oder hinten ein Torp vorbei geht und den Freund trifft. Das machen viele falsch, selbst sehr gute Spieler. Man braucht eine Engelsgeduld. Ich meine ran auf deutlich unter 1km. So, dass die Torps gerade eben so scharf geschaltet sind. Alle Torps müssen treffen. Idealerweise fährt man natürlich auf der Seite gegenüber dem Freund vorbei. Dann ergibt sich für den Gegner das Dilemma, ob er versucht, seine Türme auf dich zu drehen und dir möglichst wenig Profil zu seigen, oder deinem Freund noch final eine mitzugeben. Idealwerweise rettest du den Freund dann nicht nur, sondern er geht auch deutlich gesünder aus dem Nahkampf heraus.
  3. HMS_Kilinowski

    If you can't beat them, join them

    Obviously there is a disparity of supply and demand. But it's not specific to Ranked. BBs have been ten times the other classes in queue for months. Only at night, CV population rises.
  4. HMS_Kilinowski

    If you can't beat them, join them

    So I am not the only one who noticed that. With so few DDs in the queue and a reduced tier range, being the only DD in a battle should be guaranteed. Funny, like someone wants BBs to be undisturbed. I tried CV, but a T8-CV against a blob of T9-BBs is not a scenario where you can exert influence. Even less so, when there are hardly any cruisers to soften up the AA.
  5. HMS_Kilinowski

    This is how it is at lower tiers?

    Tier 2 doesn't see T4 ships unless you are in a fail division. The same way? You mean experienced players start playing low tiers cause of some flawed idea that they get an ever better ship, while assuming the challenge remains the same? I doubt it. Also, there is no indication of low tiers being infested with experienced players. New ship lines make people curious and play the new ships, that's all. We can see it when we look at DDs: The new lines, Europe, France and UK, see far less battles than the old lines. The reason is that the events provide active players with at least a ship somewhere around T5-T8. I myself have never played the Klas Horn or Bourrasque for exactly that reason. A few experienced players will be playing low tier ships, since Wargaming has introduced the Research Bureau (aka NTC). So they regrind the lines, spending a few battles in those tiers. And ofc we always had some sealclubbers, but not in large numbers. Also they are not experienced players. They regularly fail at higher tiers on a level playing field: Those people you don't need to fear. You gotta have pity, cause without their now 21 pt captain against players with max 3pt, they can't compete. They still are a very small number of individuals.
  6. HMS_Kilinowski

    killing 1500 players in CV

    Why do you make us suffer for what you blame Wargaming for? They designed the drop chances. Not us. Yet you want to keep dumping money into the game, but vent your frustration by killing players. That doesn't seem very consequential. If you stay on your toxic path, please make sure to also keep track of every single player who ruined your CV-survival rate by slapping you like a little [woman regularly working at night]. Fair's fair.
  7. HMS_Kilinowski

    This is how it is at lower tiers?

    The Italian-BB event is designed in a way that currently only the T4-BB is available to all the players who did not invest money into the event. It is highly likely that most of those players will unlock T6-T7 ships of that line during that event. But now they all gotta wait for the next directive, so they are stuck with T4. I wouldn't call that sealclubbing. They are just curious in hte new line and the Dante Aligheri is all they got. If you feel the difficulty in T4 has risen, you can always move down to T1-3 and just slowly bring other lines up. The game has 20+ lines. I am sure there is still a lot of grinding down at low tiers to be done. In general, don't try to grind lines as fast as you can, but stay with your skill. Progress to a higher tier, if your skills have adapted to the new challenge, not just because you have unlocked a new ship.
  8. HMS_Kilinowski

    Fix that damned Hizen or give my doublons back .

    I would need to see some video material to check where exactly Hizen has tier 7 penetration and gets citadelled by DD-AP. Until I do, I find it very unlikely. I saw footage of a Paolo Emilio getting a citadel hit on a Kremlin once. So possibly there is a tiny gap. But again, one would have to see a replay to check this. The damage output of Hizen is perfectly fine. Why are you complaining about the long reload? That is a very isolated point of view. Isn't it obvious that the volume of damage is a product of the number of guns times the reload? The Hizen has 12 guns, i.e. 33% more shells per salvo. Of course it needs to be balanced by a then slower reload. The reload is 21% slower than on Izumo. You combine both numbers you get 1.33 * 0.789 = 105% the damage output of Izumo. You can also verify it on the wows fitting tool. Hizen has 241k raw dpm vs Izumo's 232k. And don't mix apples and oranges. Don't argue with one ship having shorter reload with reload mod, cause then you gotta make the same assumption of reload mod for the other ship and the factors neutralize each other. There is no argument to be made, doing so. BB shells are not supposed to be able to pen angled targets. Only three ships are able to pen 32mm of armor, which is already a design flaw. You are asking for a BB that can punish good play, i.e. a player correctly observing the map and making the right call, where the threat is coming from and angling towards that direction. And then, when you get that, next week you will open a topic whining about how some premium cruiser you just got needs to be "fixed", cause it being penetrated from any angle by your Hizen is a bug. Wouldn't that be ironic? I don't get this mentality of coming in the forum and complaining about specifically the ship you own to try and bargain some buff, so you get more bang for buck. It's about balance and the Hizen is balanced. You got it if you beforehand accepted that fact. But nobody gets to play he was blinded by some promises. The data was there. Whoever got the Hizen did so making an educated decision or ignoring every bit of info that was there weeks before he would need to make that decision. And on top of that, what I struggle to understand: In painful frequency players complain about their ships, cause, if you boil it down, the ship only wins 49% of it's battles. The players want their ship to at least win 51%-52% of the battles, cause there are other ships in the game that perform that high. They play this specific ship maybe 10% of their overall battles. Yet this ship being slightly inferior is reason enough to start topics and make a huge drama of a ship being one percentage point below other ships. Also bear in mind, a ship being slightly below average is reason enough to give it labels like "meh" or "trash". If it comes to players themselves, their quality of play, the factor that they are stuck with for 100% of their battles, not just 10%, they all suddenly become extremely tolerant. They would take offence if someone labelled them "trash". A player can be below average as much as 12%, yet that does not concern him at all. But the ship being 1% below average, now that is unacceptable. WG really needs to fix that asap. Fixing one's own play style? No, that doesn't need immediate attention. Funny don't you think?
  9. HMS_Kilinowski

    Fix that damned Hizen or give my doublons back .

    I am not defending Wargaming, but we as a community have had quite some time now, several years, to understand how WG communicates and what is true and what is just marketing. It was common knowledge that Hizen was going to be a mediocre ship. If it had actually been close to Musashi or Yamato, it would have failed its purpose. It is not supposed to be overpowered. Wargaming is making every effort to avoid creating overpowered ships, for the simple reason, that they cause long-term balancing issues. So everybody who cared to gather some information through the usual sources - streams, talking to clan mates, analysing the numbers and design of the ship - could tell right from the start, the Hizen would be an optional ship. I myself don't have to open a topic, giving WG an ultimatum. Why? For the simple reason that I don't need to ask my money back, if I did the reasonable thing in the first place, which was: Stay away from the Hizen. It is an okay ship, but not better or worse than any silver ship. It however still is a T9-premium ship. That means it still prints credits to a certain extent. Since it is average in performance, you should easily be able to pull some decent rounds in it and earn credits, even if you have a standard account. That is imo all you can ask for. The Hizen is not flawed in it's armor layout. It just has half its guns on the rear, which tempts players to give too much broadside to shoot all guns and get hit on the cheek. Yamato has the same weakness, you just don't experience it that often since most players stay nose in. I would suggest that you a) Read and understand the info that is given for a ship, before buying it. If you were uncertain, you could have asked in the forum, whether players think she is worth 5k-8k doubloons. I would have told you she isn't, but you never asked. b) Now you got that ship and it is not a ship that will sabotage your results. It just is not overpowered. It is average, a thing that cannot be said about the majority of the players who demand to have a ship that is better than they are themselves. Since you are stuck with the ship and since it is not so bad to call it a port queen, I suggest you play it. Go into training room. Find out about it's strengths and play it. I have seen some quite hard hitting Hizens in the last weeks. I don't fear it, but I sure as hell learned to respect those 12 guns. Have fun with it. Delete some cruisers.
  10. HMS_Kilinowski

    Yoshino or Moskva?

    The reason why many hesitate to make any recommendation is that both ships are not overly impressive. I like them both. Moskva has worse AA than other russian cruisers at her tier, but she has better HE. She will outtrafe Petro and Stalingrad in a bow tanking duel. Yoshino can be pretty powerful, if played right, but the situation must be right, too. In the current meta, if I were you, I would keep saving my coal and just wait what other coal ships are yet to come. Maybe you will like them better. There is no hurry getting Yoshino or Moskva. Both will not be removed, cause they are neither popular nor powerful.
  11. It depends on many factors. In a CV-game DDs are less important. The CV can even deny the remaining enemy DDs access to the caps or find and destroy them. That is one of the situations where your team can turn it around on their own. Also radar cruisers help. The next step on the way to derpiness is when the enemy DDs are still alive but not effective, like 20km-Shima. And the climax is when enemy DDs got rid of all natural enemies and are just too noobish to control their distances to the remaining ships and get spotted and focussed. Also a lesson to be learnt: No throw is that hard that the other team can't throw it even harder.
  12. HMS_Kilinowski

    Neustrashimy

    Dann war die Arbeit nicht umsonst.
  13. It's a bit like making a poll "Should income tax be lowered?". Who can possibly disagree when there's no downside for yourself? Imo the free respecs for Clan Battles were a good solution. It gave players an incentive to at least try out Clan Battles. The key thing to realize is that free respecs are just as much a work-around as the karma system is. WoWs frequently gets messed up by some new ship (e.g. Smolensk) or a change in a relevant mechanic (e.g. IFHE) or a rework. Suddenly the meta changes. Good existing builds are no longer viable. It is not the players fault, Wargaming forces this change of the meta on the players. It forces them to respec. So giving free respecs is the only fair thing to do. Wargaming support would see masses of complaints otherwise. However all this frequent mismatch of player builds and changes in the meta is not a major pitchfork festival, if people know the next free respec is just a couple of weeks away. It literally reduces pressure for all concerned to be able to react to such changes. Wargaming please give us back our free respecs. Doesn't need to be extensive periods, just a couple of days at the beginning of a Clan Battles season.
  14. I reset all my captains at the beginning of the repec period. Actually 80% of them were already reset from way back when we got our last respec. Since Wargaming has made up that unrealisitic argument of Clan Battles no longer requiring a respec due to the now stable CV meta and since we don't get respecs regularly anymore for playing Clan Battles, I only had skilled captains on active grinds and premium ships. In 0.10.0, I only experimented with a dozen captains, mostly the unique captains that I promoted to 19-21 pts. I'll proabably reset the ones where I am insecure again and only play a handful of ships for now. It's just impossible to decide a build as long as there is not a stable meta. The sniping meta will not last ... hopefully. Nobody can tell what happens when cruisers start coming back to the game. Nobody knows if Dead-Eye will even remain in the game and if brawlers will remain underwhelming. Frankly, there are so many new skills that were just created to fill up the table and are utterly useless and will not be used by anybody. At the same time skills that were used disappeared (e.g. PM, Smoke Expert, and Vigilance on cruisers). I can easily imagine some new skills coming and replacing those alibi-skills. Until that happens, we are all in the dark and there is no point finalizing captain builds.
  15. HMS_Kilinowski

    Why are people obsessed with stats in random games?

    It's such a shame the last topic on this subject just got closed by a moderator for being another derailed non-original reprise of the last 30 topics on the very same subject. We could have had a nice 31st discussion and now talk about it for the 32nd time in here like we never did it before. I'd be surprised if this one is still open by the same time tomorrow. High winrates are quite hard to achieve, even more so, if a player does not deliberately try to pad them by playing mostly lower tiers and/or OP ships. Damage can be done rather easily on the back of your team, leaving them to die while farming from the back with some BB. Winrate is the essence of trying to win, whatever it takes. That includes foregoing certain actions that would increase your XP-gain and damage, in order to gain a victory without taking unnecessary risks. Winrate is the key stat, precisely cause it takes a lot of self-control and unselfish play. There are different philosophies and ways. Some people gain winrate from a damage oriented playstyle just by being so deadly that victory follows as a consequence of their impact on the battle. Others, like myself, play cautiously and rather sneak into a cap or play defensively, if that is the shortest route to victory. The important thing is that the player needs to be able to understand the logic, the correlation of his actions and their impact on the outcome of the battle. That takes experience and imagination.
  16. HMS_Kilinowski

    Statistik im Spiel aufrufbar trotz Einstellung "privat"?

    Ist es so wichtig, seine Stats verstecken zu können? In der Zeit, die in eine relativ sinnfreie Frage investiert wird, hättest du auch ein Replay posten können oder ein paar Fragen zum Spiel stellen können. Dann hättest du ein bisschen mehr Spaß am Spiel, positivere Interaktionen mit Teamkollegen und wer weiß, vielleicht würde die Notwendigkeit, sich zu verstecken auf wundersame Weise verschwinden. Aber is ja deine Zeit.
  17. HMS_Kilinowski

    Anshan event

    I mean in terms of buying ships, not the gameplay.
  18. HMS_Kilinowski

    Überarbeitung der Kapitänsfertigkeiten

    Nach 3 Wochen Test, geb ich dann mal mein Feedback ab. Kurz und knapp, wie man's von mir gewohnt ist. Die Überarbeitung vereint verschiedene Änderungen unter einem Oberbegriff. Ich werde mir die mal der Reihe nach Vornehmen: 1. Verschiedene Skillbäume für verschiedene Klassen: Für die parallele Nutzung eines Kapitäns in verschiedenen Klassen, sind wir, glaube ich, sehr dankbar. Wenn ein Kapitän, neben seiner Silberschiff-Spezialisierung, für Premiumschiffe anderer Klassen maßgeschneidert werden kann, spart das Kapitäne, kann uns also nur recht sein. Intuitiv finde ich die Idee aber unlogisch. Das System bestimmt, dass ein Kapitän alle Fähigkeiten für ein Schiff verlernt, sobald er auf ein anderes Silberschiff angelernt wird. Das neue Schiff kann dem alten Schiff beliebig ähnlich sein, trotzdem weiß der Kapitän plötzlich nicht mal mehr wo die Bordtoilette ist. Ich kann den Kapitän im Minuten-Takt hin und her schieben, stets bleibt er von Demenz geplagt. Jedes noch so verschiedene Premium-Schiff anderer Klassen beherrscht der Kapitän aber aus dem Stegreif. Eben noch ein Jahr auf der Fletcher, hat der Mann keine Ahnung wie eine Gearing geht, aber Roosevelt kommandieren kann er blind. Ich weiß, es Spiel braucht Regeln und ihr habt euch entschieden, die hier nun so zu handhaben. Unlogisch bleibt es. Ich hätte es besser gefunden, wenn man einen Kapitän auf jedes Schiff einzeln anlernen muss, er die Spezialisierung dann aber dauerhaft behält. Das kann auch ordentlich CXP kosten, sodass WG profitiert, wäre aber logischer. 2. Die neuen Skills: 2a) Skills, die das Balancing auf den Kopf stellen: Einige neue Skills sind sehr interessant, um sie mal auszuprobieren. Ich finde aber Skills problematisch, die das Balancing stören. Die Designer von Schiffen investieren viel Zeit, neue Schiffe in die Meta einzupassen. Dazu gehören so Grundsätze wie "mehr Feuerkraft = mehr Streuung". Für eine Yamato mit Legendärem Modul macht es keinen so großen Unterschied, ob sie nun noch bessere Streuung hat. Sie trifft bereits sehr genau den Bereich ihres Zieles. Mehr Genauigkeit macht sie nur unwesentlich effektiver. Eine Vermont oder Lyon haben mehr Feuerkraft auf ihrer Stufe. Das gleicht sich aus, weil deutlich mehr Granaten das Ziel verfehlen. Auf dem Papier machen beide - Yamato und Vermont - ähnlichen Schaden. Jetzt greift ein Skill in die Genauigkeit ein. Die Granaten der Yamato landen weiter auf dem Zeil, wo sie zuvor bereits gelandet sind. Das macht nicht viel mehr Schaden. Für die Vermont macht die neue Präzision aber nun genau den Unterschied zwischen Verfehlen und vielen Treffern. Das stört die Balance der BBs untereinander. Dieser Absatz ist natürlich dem "Dead-Eye"-Skill gewidmet. Ähnlich verhält es sich mit "Swift in Silence". Die Geschwindigkeit verschiedener Schiffe zueinander berücksichtigt idealerweise die Verhältnisse von Jäger zu Gejagtem. Wer schwach ist, muss flüchten können. Wer nicht flüchten kann, muss sich behaupten können. Das ist Balance. Ein Skill, der, quer durch die Bank, die Geschwindigkeit verändert, greift in diese Balance ein. Das Resultat sind dann Jäger, vor denen es kein Entrinnen mehr gibt, wie eine ultra-schnelle Marceau mit RPF oder eine Paolo Emilio, deren Rush man sich nicht entziehen kann, auch wenn man ihn frühzeitig erkennt, weil das Ding jetzt mit 60kts+ im Nebel auf dich zu rast. Weiteres Beispiel: Swift Fish. Die Schiffe, für die schnellere Torpedos ein Mehrwert wären (u.a. Black, Sims) bekommen einen so unwesentlichen relativen Boost, dass der Skill sich nicht lohnt. Schiffe, die ohnehin bereits extrem schnelle Torpedos haben, werden nochmal prozentual schneller. USS Black mit Mod und Skill: 47kts. Halland mit Mod und Skill: 95kts. Extreme sind schlecht, weil sie elernte Intuition zerstören. Gute Spieler lernen das Spiel. Dazu gehören auch natürliche Rhythmen. Man sieht kurz einen DD und der über Jahre trainierte Rhythmus gibt ein gutes Gefühl, wann man ungefähr die Torpedos erwarten muss oder wann der DD es in den Cap schafft. Zur Interaktion mit BBs gehört, dass man kalkulierte Risiken eingehen muss. Drehe ich jetzt ab, treffen mich 2 Granaten, aber dank Dead-Eye sind es plötzlich 5 Granaten und aus einem kalkulkierten Risiko wid ein fataler Fehler. Dank einiger neuer Skills stimmen diese Erfahrungswerte nicht mehr. 2b) Skills, die nahezu unbrauchbar sind: Durch die Dekomposition von Skills für alle Schiffe in Skillbäume, die für jede Schiffsklasse spezifisch und unterschiedlich sind, wurde theoretisch mehr Vielfalt geschaffen. Alleine, dass ich pro Reihe nicht mehr zwei Skills habe, die nur für CVs nutzbar sind, hat bereits pro Schiffstyp 8 neue Skills ermöglicht. Der Raum für mehr Diversität ist also da. In der Umsetzung wurde dieses Potenzial aber ungenutzt gelassen. Die wenigsten neuen Skills machen Sinn. Nehmen wir als Beispiel mal die Torpedo-Skills für Kreuzer. Vielleicht wurden die ja bereits für die Wiedereinführung der Kitakami geschaffen, aber sonst gehen die völlig am Bedarf jedes Kreuzers vorbei. Swift Fish, Fill the Tubes, Enhanced Torpedo Explosive Charge? Welcher Kreuzer braucht in der Praxis denn schnellere Torpedos, schnellere Torp-Nachladezeiten und mehr Torp-Schaden? Und vor allem auf welche wesentlich praxisrelevanteren Alternativen würde der Spieler dabei verzichten? Soll das wirklich mehr Vielfalt bringen oder wird es unerfahrene Spieler nur wieder zu Fehlern verleiten? Vielfalt ist doch, dass ich mich unter vielen gleichermaßen attraktiven Vorteilen entscheiden muss und eine für meinen Stil optimale Variante kreiere. So nützlich wie einige wenige Skills sind, so nutzlos wie die meisten anderen sind, läuft es, wie bisher auf einen neuen Standard-Build pro Schiffs-(Unter-)klasse hinaus und Vielfalt ist wieder Pustekuchen. 3. Die neuen 21-Punkte und was man dafür bekommt: Was ich erst mal gut finde, ist die Gewichtung mancher Skills abhängig von ihrer Schiffsklasse. Beispielsweise Pyrotechnician (a.k.a. Demo Expert) ist effektiver auf DDs als auf CAs. Insofern kann man rechtfertigen, dass der Skill auf Kreuzern nur einen Punkt kostet, auf DDs dagegen zwei Punkte. Insgesamt wurden die Skills aber abgeschwächt. Der alte Maßstab waren ca. 10% mehr Effektivität für 3 Punkte. Ein DD mit BFT machte 10% mehr Schaden und überlebte folglich ein Duell mit seinem Zwillingsbruder mit etwa 10% HP. Für Survivability Expert galt das Gleiche, ca. 10% mehr HP entsprachen etwa 10% mehr Überlebensfähigkeit. AR ergibt so im Mittel etwa 10% schnellere Nachladezeiten, in der Realität etwas weniger, weil beschädigte Schiffe höheres Risiko für Fokussierung haben, also kürzer leben. Für Fill the Tubes (vormals TAE) verhält es sich ähnlich, Torpboote machen dann etwa 10% mehr Schaden. Jetzt haben wir ambivalente Skills, die zwar 10% Effektivität gewähren, aber nur unter Bedingungen, die vielleicht in der Hälfte der Zeit erfüllt sind, oder einem dauerhaften Malus an anderer Stelle. Für den Skill "Fearless Brawler" lässt sich das sehr gut am Beispiel der Gearing veranschaulichen: Die normale Gearing, ohne Legendäres Modul (also mit CSM1), hat 5.9 km Tarnwert und 2,6s Nachladezeit der Geschütze. Die Gearing mit Legendärem Modul und zusätzlichen 4 Punkten in Fearless Brawler hat 5,9km Tarnwert und 3s Nachladezeit der Geschütze. Daran sieht man: Das Legendäre Modul ist ein Sidegrade, das DPM zugunsten von Tarnung aufgibt. Das ist altbekannt und kann man so vertreten. Fearless Brawler ist dann allerdings offensichtlich ebenfalls ein Sidegrade, dass wiederum Tarnung zugunsten von DPM aufgibt. Beides zusammen neutralisiert sich und fällt sogar weit hinter den Ausgangs-Build zurück, weil das Tarnmodul zusätzliche 5 Prozentpunkte auf die Streuung eingehender Granaten bewirkt bzw. das Legendäre Modul zusätzlich einen Malus für die Nachladezeit der Torpedos bedeutet. Wenn aber ein Skill wie Fearless Brawler nur ein Sidegrade ist, noch dazu eines, das mehr kostet als es bringt, warum soll der Spieler dafür auch noch ganze 4 Punkte opfern? Das ist quasi ein ehemaliges Basic Firing Training abzüglich eines fetten Malus aufs Concealment, aber einen Punkt teurer. Und ähnlich verhält es sich mit anderen Skills. "Main Battery and AA Specialist" - echt knackiger Name btw - ist wiederum ebenfalls ein ehemaliges Basic Firing Training, jetzt aber nur noch mit 5% dpm-Bonus statt ursprünglich 10%, bei gleichem Preis, 3 Punkten. Für jetzt 21 Punkte bekomme ich weniger Effektivität als früher für 19 Punkte. Wurden wir wieder angeflunkert, aber sei's drum. Versteckte Preiserhöhung. Wir jammen nicht. Skills kosten Punkte. Für Punkte braucht man trainierte Kapitäne und Kapitäne kosten mittlerweile verdammt viel CXP. Für etwas, was viel kostet, ist ein Sidegrade nicht angemessen. Der Spieler darf für seine Kapitänspunkte auch ein reines Upgrade erwarten, ohne Mali, ohne Bedingungen. Bedingungen verfäschen die Spielweise. Das ist auch das Schlüsselproblem, das die gesamte Spielerschaft am Dead-Eye bemängelt. Und das wäre meine eindringliche Bitte: Nicht wieder hergehen und diese Skills in ihrer Wirkung nerfen, bei Fortbestehen der Bedingungen. Die Wirkung ist nicht kausal für das Problem, sondern die Bedingung. Die Bedingungen müssen bitte weg. Bitte. Daraus ergeben sich ein paar simple Schlussfolgerungen: - Skills gelten für alle Schiffe einer Klasse. Designt sie bitte so, dass sie lineare, abschätzbare Boni bieten, die nicht die Spielweise und damit die Meta verzerren. Mehr dpm, mehr hp, mehr Heals, kürzere Cooldowns. Simple Sachen. - Wenn ihr bei der Wirkung eines Skills unsicher seid, macht den Buff lieber schwächer und dafür für weniger Punkte. Dann krämpelt er wenigstens nicht die Meta auf Links. - Keine Bedingungen, keine Mali. Zu viel Potenzial für Missverständnisse. Skills sollen transparent sein, keine Newb-Fallen. Teure Skills müssen Upgrades sein, keine Sidegrades. - Skills sollten nicht unkalkulierbare Extreme erzeugen, die sich nicht ausbalancieren lassen, sondern eher extreme Schwächen reduzieren (niedrige Turmdrehraten beschleunigen, Seeminen-Torps nicht relativ sondern absolut schneller machen) - Pflicht-Skills sollten günstiger sein, da gerade Anfänger durch ihr Fehlen früh benachteiligt werden. Priority Target darf nicht 2 Punkte kosten. Und 4 Punkte für Concealment Expert machen es Anfängern unnötig schwer sich auf den Stufen 4-6 gegen Sealclubber zu wehren. - Viele Namen für Skills sind zu sperrig. Sie sollten knapp und einprägsam sein und sich eindeutig abkürzen lassen. Bestehende Namen sollten nicht grundlos verändert werden. Es darf nicht passieren, dass alte Spieler gewohnheitsgemäß DE für Demoliion Expert gebrauchen, wenn sie Pyrotechnician meinen, während neue Spieler denken es sei Dead-Eye gemeint. Auch hier bitte immer an die Kommunikation in der Community denken. Es geht nicht so sehr ums Verstehen als darum, zu testen, ob ein Skill überhaupt wirkt. Die Skills sind teils recht neu und beispielsweise bei Dazzle hör ich vermehrt Bedenken, dass die Streuung nicht sichtbar schlechter wird und der Skill verbuggt sein könnte. Ein Indikator ist zwar kein Beleg dafür, dass ein Skill wirkt, daber doch dafür, ob er ordnungsgemäß getriggert wird. Das hilft wiederum Wargaming, Feedback zu bekommen und etwaige Fehler frühzeitig zu erkennen.
  19. HMS_Kilinowski

    Anshan event

    And again: Well, I bought that one for real money (~8€), so the doubloons will come in handy. Oh, wait: Yeah those credits I really need, cause I already gave my Musashi to the pawnshop .... not: Really, Wargaming, can we agree on me giving up that port slot and the credits and you just giving that Huanghe to some new player who doesn't have it and would love to have it? Sorry to say it, but Tier 6 and below are dead. There is no rationale in buying anything below T7 for real money or doubloons anymore with that new compensation policy. Maybe I'd still buy a T-61, cause that's never gonna be an event-ship, but everything else is just give-away material.
  20. HMS_Kilinowski

    Scientists studied the brain of a Thunderer player

    First things first. They actually found a brain in Thunderer-players? Where did they find it? Did the Thunderer-player accidentally get up from his couch?
  21. Dear Forumites, I want to combine our collective efforts to find new builds that work under the new skill-set. This topic is not a discussion about whether the rework was a success or general criticism. I just want us to work together and share our insights. Specifically I want to know: 1. What builds have you changed since the rework hit? 2. What builds did you initially use in the rework and then find out over the last 3 weeks, they don't work for you? 3. What surprised you? 4. What are your final builds going to be for certain ship types once the free respec period expires? Let's help each other out and reduce the overall uncertainty what works and what not. Please also post screenshots for your modules and commander skills as you dicuss your new builds.
  22. HMS_Kilinowski

    What builds did you change since the captain skill rework?

    Yeah, I really should stop with those enumerations, cause you guys seem to take it too strictly. I was more aiming for an open format, just giving some pointers. I mean obviously most of us changes builds, if only for the reason that the "suggested" builds were a joke. So I reset all my commanders. I was more aiming for the not so obvious change of playstyle that manifests in the chosen skills. I can say I initially split my cruiser builds in two groups, One being more of a brawling tanking build and a kiting build. The kiting build uses the Outnumbered skill, cause it's used to defend, so actually being outnumbered is a reasonable assumption. The brawlers use Top Grade Gunner. Those are the russian heavy- and battle cruiser and also the german ones. The german CAs are a bit of an odd mix, since they start kiting and then move in as the teams thin out. I rather want to be able to push in in the Hindenburg than kite away, so Top Grade Gunner makes nore sense. Also the reload compensates for the poor HE dpm on the Prinz Eugen, when chasing DDs. BBs have almost remained as they used to be. The survival builds are all built for longer range, so Dead Eye is the new one. Before the rework I used PT and SI, but both skills have become so expensive. Also with Dead-Eye FP and CE the Survival build now has three 4-pt-skills, so I completely dropped PT on most BBs. That is actually the big surprise of the rework, that skills you would deem apprentice level have become so expensive. The brawling BBs are still skilled for full secondary range, but no longer for accuracy, since the nerf reduces the additional damage drastically. I experimented with Dead-Eye insstead of the ManSec or Close Quarters Combat. Brawlers have become more universal. It's weird cause effectively my builds have ended up being more similar for different playstyles after the rework than before. The reason why it's weird is that the skill trees have been tailored to the ships needs. Alone by dropping two CV-exclusive skills per row, two additional skills are available. Yet they are all so ineffective, that I again stick to a handful of skills. The only major difference I see in the DDs, where I take more topr oriented skills and Swigt in Silence on torp boats, whereas I take Dazzle on hunters and Main Battery and AA Expert (a.k.a. AFT) on open-water gunboats. I am not too happy with my hunters. I feel Dazzle is a skill I jsut take cause nothing better is available. I don't want to engage enemy DDs in a hostile environment, I rather pick the right moment to start an engagement. Then I would like to have more dpm, not a Dazzle skill, since many DDs don't fight back too much, but rather try to escape or lure you towards their cruisers. I want to finish them as fast as possible.
  23. HMS_Kilinowski

    Daily Containers - issue, solution and request.

    That sounds like a very complex work-around to a very simple issue: Not being in control over your premium time. Wargaming should just change it, so players can activate their premium time, when they want to use it. Yes, I realize that would make it more valuable, but it's the fair way to do it. How often do we get short amounts of premium time? They are even calculated at a higher price in the the premium shop, but when you get them, they are just appended to your existing premium time. Currently I have more than a year of premium time. What is the value of an additional day of premium time in a distant future to me? A few cents. I don't even know if I'll still play the game or be on some business trip. So I can't plan that time. For an alt-account at least you get to use that time immediately, which likely is where you are going to play the game. Maybe not, but still the premium day being closer to now, increases its value. So a simple activation button for each premium package would be fair. An on-/off-button would be even fairer.
  24. HMS_Kilinowski

    Win Rate, what is that mean?

    You're missing the point. This is a forum, a place of discussion. You don't pick topics that reflect your own point of view just to agree with others in there. Doing so, you fall prey to your own vanity and need for confirmation. This is exactly the phenomenon of filter bubbles, to compliment each other on all having the same opinion and never become aware that you might be wrong. The purpose of a forum is to have a fruitful discussion, hearing ORIGINAL points of view. To achieve that, the participants need to stick to certain rules, one of which is order. That implies not opening new topics on the ever same subject, unless the situation has changed sufficiently to justify that. This is not a debatting class, where we debate for the sake of learning to argue. It's about the subject, not the discussant. One subject is to be discussed in one comprehensive topic, so everybody is aware what others think and doesn't need to search ten different topics just to find a unique point. One of the key tasks of moderators in here is to make sure that there are no parallel discussion and also the topics do not repeat again and again in an endless circle. A key feature for you as a forumite is to use the search option to find answers to your subject and the right place to utter your opinion. You ignore all of that. Why use the search function? No you are special, you need your own little topic. So you open up the same topic that other people have opened up in total disregard of what everybody has written in there before and you got the presumtuousness to assume there is nothing in those old topics that can match your pearls of wisdom and you expect to be taken serious. If you really cared about the subject and didn't just want to vent your frustration, cause people are calling you on bad play, you would have showed the forum your respect. A first step would have been to search for topics on the meaning of stats. You then would have found out, how many they already are and have understood that you are not reinventing the wheel. Maybe you would have read those topics, found and understood the very good arguments made in there in terms of the math behind the stats. Any maybe, unlikely but possibly, you might have found a weakness in the discussion and then dug out an old topic to make your unique point there and enrich a fruitful discussion. And weeks, even months after you had made your point, new forumites would search and find your points and maybe say "this is interesting." But this is not the way, is it? Cause just as the explanations and information behind the game mechanics are too much work to read, it's too much to ask to read what other people wrote long before you, when all you wanna do is look at yourself in the mirror in awe. And the irony that escapes you is that your mentality of not bothering with existing information is why your play is below your teams expectations, is why they insult you and why as a consequence you now are trying to redefine the color of the sky as green to comply with your self-image of "it's not me, it's them".
  25. I am too tired. Can anybody give the executive summary? Coming from Exca it's his way of saying my brain is too large for my neck muscle and prevents me from functioning normal within the clan.
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