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HMS_Kilinowski

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Everything posted by HMS_Kilinowski

  1. HMS_Kilinowski

    Do German BBs need IFHE for secondary builds?

    I had this discussion about IFHE several times. When talking about Gneisenau I was told it would be insane to use it. On Großer Kurfürst I was told it would be somewhat reasonable. The explanation I was given: That however is only one side: Well, the full concealment build is actually 13.6km, I think. But with the secondary flag you really get 11.6km range and with a speed flag you close the distance at 31.5 kts. The point is that opponents will decide not to go into your secondary range, if they can avoid it. Your other skills must enable you to force the secondaries upon them. So the big question is, whether you can actually get close enough to make excessive use of IFHE, when your ship is spotted early and heavily damaged in the process of getting closer. To me a hybrid build makes more sense. So I would choose BoS instead of BFT and CE instead of IFHE. That gives a ship that can disengage, reduce some damage and still use precise secondaries at full range.
  2. Motivation to participate would be higher, if there was some hint about Blyskawica becoming available at a huge discount or as a reward ship. Why design a camo for a ship if you don't own it? There was a second DD? ... just kiddin'.
  3. HMS_Kilinowski

    Captain xp and elite xp and xp on ship

    Different teams are working on different games with different marketing strategies. You will find some things work better i.e. more community-friendly in WoWs and some WoT-/ WoWp- players will probably start topics in their forums, asking why things can't be like in WoWs. Simple answer to your idea is that EXP is an alibi to charge money for WG. If EXP would be transferred to CXP or even FXP for free, that money would be gone. One may argue if that money is excessive or crucial to the upkeep of the game. But probably it would have to come from some other sources, so from charging you for some other goods or transactions. Personally, I find the idea of exchanging doubloons for FXP crazy enough but it's a choice every player must make for himself. To be blunt, I am grateful to anybody who has money galore coming out his rectum so he can spend it on the game and have the servers run for me and others. Some players will exchange money for captain XP as you can use FXP to train captains as well.
  4. HMS_Kilinowski

    Update 0.7.10 British Destroyers - Discussion Thread

    Does anyone know what happened to update 0.7.10.0.1? They wanted to fix the deduction of the 300 doubloons from 5-starring the Sunray in the Darkness Op. That was supposed to happen the day before yesterday evening. Yet today the 300 doubloons are still deducted on my account. Anybody got a different experience?
  5. HMS_Kilinowski

    Shooting myself

    Well there is videos of CVs who managed to torp themselves. Apart from that I wouldn't know of any ship that travels faster than its torps which would be the ultimate requirement to torp oneself. In reality some torps could be programmed to run in a pattern to maximize hits on a convoy formation.
  6. HMS_Kilinowski

    Update 0.7.10

    Does anyone know what happened to this update 0.7.10.0.1? The wanted to fix the deduction of the 300 doubloons from 5-starring the Sunray in the Darkness Op. Was supposed to happend yesterday evening. Yet today the 300 doubloons are still deducted on my account. Anybody got a different experience? Sorry for being a stickler.
  7. HMS_Kilinowski

    Update 0.7.10 British Destroyers - Discussion Thread

    Concerning Clan Battles: In my clan there is some ... let's call it confusion, due to the announcement of a T6 test phase for Clan Battles Season "North". For months we prepared our ships, grinded certain lines, some extensively used FreeXP, did tasks for captains or legendary mods. Now this appears like the new season will be T6. There has so far been no announcement and even now it would be at short notice. Personally, I appreciate the effort of trying to get lower tiers involved into the up to now more restrictive game modes. Some low tier operations or missions would help. But CB takes a lot of tactical thinking that even seasoned players struggle to maintain. In my experience, even dedicated clans have a hard time getting a player base for CBs. I doubt there will be a lot of just-for-fun teams willing to commit to prime time and voice chat and organise themselves. Giving rental ships to the players was a working solution and their premium status did not require any retraining. Few players will have good captains on T6 ships, which shifts the advantage towards premium ship players. T10 was much cleaner in that sense. But naturally that all is speculation as we still don't have a lot of info. So please, WG, tell us more about the upcoming CB season. Will there be CVs? Does any limitation exist on the number of certain types of ships? Are maybe premium ships excluded? We really should know before we retrain our commanders and grind certain ships. I just don't get, why Wargaming goes to the trouble of creating uncertainty with a variety of currencies? People have gotten coal or FXP through grinding and playing the game. Why does it even matter what currency the player uses? If coal and FXP are evaluated correctly, both should be substitutes. If one of the currencies is seen as giving more or better options, players will maybe not buy what they want but what seems reasonable, including not buying anything and waiting for better options. Now the whole idea of the arsenal was to allow players to decide according to their preferences. Restricting ships to either currency reverses that principle. To elaborate that further, players also usually have paid real money to get doubloons. It is again in the best interest of Wargaming to not restrict certain ships to real money. Doing so will devaluate doubloons, which obviously have less purpose. At best it creates uncertainty and people wait, instead of investing into the game. In its extreme it discourages players from investing at all. Why e.g. would a player invest into doubloons, when real money leaves him with the option to buy any ship from the premium shop while still being in the position to buy any amount of doubloons whenever he needs them or a pair of pants. That pants thing cannot be changed, which makes it even more important to create incentives. But the contrary applies, Doubloons are worth less than their arbitrary exchange course in real money and that is due to Wargaming's decision to only sell old ships for doubloons. That is imo a poor decision as doubloons are an advance payment that gives Wargaming more freedom of investment, while the player runs the risk of losing interest in the game or getting a bad deal. So one should encourage any sort of advance payment by making it at least a perfect substitute to real money if not better.
  8. HMS_Kilinowski

    Zao

    Was hat RPF damit zu tun? Ah, du meinst RoF. Nein RPF ist die old-school Abkürzung für "Radio Position Finder". So hieß früher Radio Location, also der 4-Punkte-Ortungsskill, der die Richtung des nächsgelegenen Gegners anzeigt. Wenn Spieler im chat "RPF" schreiben und ein Planquadrat anpingen, wollen sie damit sagen, dass dort vermutlich ein Schiff, häufig ein Zerstörer ist. Man liest auch gelegentlich "RPFed" oder "located" womit ein Spieler sagen will, dass er mittels RPF geortet wird. Wenn die Ortung von einem Spieler zu einem anderen springt, lassen sich daraus wiederum Rückschlüsse über die Richtung des ortenden Schiffes scließen. Man kann also durch Kommunikation das ortende Schiff selber orten. Da RPF als Skill nur auf wenigen Schiffen sinnvoll ist, lässt sich mit Blick auf die Mannschaftsaufstellung auch grob erraten, welches Schiff dich ortet. Worcesters sind nicht ungefährlich. Das gilt aber für die meisten Kreuzer und Schlachtschiffe. Die Zao kann in puncto Feuerkraft und Panzerung nicht mithalten, sollte sich also nicht auf ein Duell oder schlimmeres einlassen, wenn sie im Nachteil ist. Das ist sie üblicherweise unterhalb von 12 km Distanz. Kritisch wird es unterhalb von 9,7 km, da sie dann dauerhaft sichtbar ist und das Gefecht nicht mehr abbrechen kann. Man muss eben die Stärken des eigenen Schiffes und der Gegner kennen und einplanen. Am Beispiel Worcester: Die Worcester hat zwar die Reichweite aber die Flugbahn ist die einer Interkontinentalrakete. Auf optimale Kampfentfernung (>14km) sind die Granaten sicher 15 Sekunden oder länger unterwegs. Es ist unmöglich für die Worcester, deine Bewegungen für 15 Sekunden vorherzusagen. Umgekehrt ist so ein Strahl aus HE-Granaten auch relative gut sichtbar. Man sieht also schon früh, wo der Gegner hin zielt und kann dann gezielt in die Gegenrichtung ausweichen. Einzig sequenzielles Feuer kann problematisch sein. Die Worcester schießt also im Halbsekundentakt eine Granate ab und tastet sich so an den idealen Vorhaltepunkt heran. Sieht im Spiel aus wie ein Wasserstrahl der immer näher kommt. Ab einem bestimmten Punkt lenkt man natürlich wieder in die Gegenrichtung, man will ja nicht auf den Gegner zu wenden, also muss man mal kurz durch den Wasserstrahl durch fahren. Dabei wird man von ein paar Granate getroffen. Das ist aber verschmerzbar, weil Schaden und Brandrisiko gering sind und die Zao während der ganzen Zeit die Worcester treffen wird. Das Duell sollte also zu Gunsten der Zao ausfallen. Was anderes ist, wenn man von einer Worcester überrascht wird. Zuerst mal sollte man das vermeiden. Das klingt neunmalklug, ist es aber nicht. Worcester ist ein Radarschiff mit hohen Flugbahnen. Sie sitzt also typischerweise hinter geeigneten Inseln in der Nähe von Kontrollpunkten. Diese Orte sollte man zu Beginn "weiträumig umfahren", wie es im Verkehrsfunk immer heißt. Die Worcester ist zudem schwach gepanzert, muss also ihrerseits Überraschungen vermeiden. Gute Worcester-Spieler werden sich also ungern in Positionen begeben, wo ihre Flanken offen sind. Sie lassen lieber andere für sich aufklären - nicht bös bemeint - und geben aus dem Hinterland Feuerschutz. Kurz: Es ist eher unwahrscheinlich im offenen Meer plötzlich in eine Worcester zu laufen. Natürlich gegen Ende eines Spiels kann sich das schon auflockern. Aber die Worcester ist kein Spezialfall in dem Sinne, dass man als Zao grundsätzlich Abstand hält zu sichtbaren und vermuteten Gegnern - Zerstörer ausgenommen. Eine Worcester ist am gefährlichsten, wenn man sie nicht sehen kann. Wenn sie von irgendwoher Feuer regnen lässt, ist schnell Feierabend, aber deshalb bleiben wir ja auf Distanz. Ansonsten sind mittlere Distanzen gefährlich. Auf 8 km kann eine Worcester bequem Distanz und Winkel kontrollieren und ist dank schneller Geschütze überlegen. Da sollte man nicht wenden und eigentlich direkt auf die Worcester zu steuern, auch wenn man selber nur mit den vorderen Geschützen schießen kann. Auf diese Weise kann sie nicht gleich mehrere Feuer entfachen. Je mehr Profil, umso leichter macht man es ihr. Wenn man auf kurze Distanz überrascht wird, kann man auch rammen bzw. im vorbeifahren torpedieren. Die beiden Optionen schüchtern gelegentlich Spieler ein und veranlassen sie, zu flüchten. Sie geben dann Breitseite und mit AP wird es dann recht einfach. Ist aber alles eine Frage der Situation. Gewinnt mein Team, ist ein Tausch eins zu eins völlig okay, also rammen. Wenn der Gegner deutlich beschädigt ist, kann man das Duell, trotz schlechterer Geschütze, aussitzen. Und manchmal gibt's eben auch keine Chance. Dann sollte man entspannt das eigene Schicksal akzeptieren und versuchen, nicht im Panikmodus Chance zu vergeben, sondern eben noch so viel Schaden wie möglich machen. Manchmal sieht man in der Flanke noch ein Ziel für einen Torpedoangriff oder eine Breitseite. Dann lieber dort noch ordentlich Trefferpunkte abräumen als mühselig die Worcester ankratzen. Top, wieder einen halben Aufsatz geschrieben. Aber die Idee kommt rüber, denk ich. Auf T10 torpen alle CVs nur noch manuell. Die Reaktionszeit ist dann eh null. Die Torps treffen die ganze Breitseite. Ich denke, BFT alleine wird daran nichts ändern. BFT & AFT zusammen reduzieren das Geschwader, aber am eigenen Schicksal wird sich nicht viel ändern. Für solide AA sollte man imo auf Hydro verzichten und defAA nehmen und die Reichweite mit AFT verstärken. Die breitere Streuung der Torps und das Fehlen der zentraleren Flugzeuge werden den Schaden auf einen oder zwei Treffer reduzieren. Wie es mit dem neuen Träger-Spiel wird, müssen wir mal abwarten. Sollte helfen. Wahrscheinlich werden viele Spieler neugierig werden, wir werden erst mal mehr CVs im Spiel sehen. Bessere AA kann dann nicht schaden. Aber britische und japanische Kanonenboote haben auch wieder viele Zerstörer im Spiel bewirkt und viele Spieler könnten von dem geringeren Potenzial der CVs abgeschreckt werden. Also abwarten. Ich wwerde wohl erst mal AA ignorieren und falls sich das als Fehler erweisen sollte, gibt's ja immer eine Clan Battles Season zum umskillen.
  9. HMS_Kilinowski

    A Newbie Question - HOW can they hit me instantly ?

    Really, there is no thing like aim bot. The only thing that comes close to aim bot is the predictor on the torpedo. That one actually tells you where to aim your torps to hit a target NOT CHANGING COURSE AND SPEED. Now you will see after very few torpedo attacks how good that aim bot is. Targets change course and speed quite regularly. Some of the worst players are actually harder to hit than the mediocre ones, cause they themselves don't know from one second to the other what they wanna do and where to go. An aim bot for artillery would follow the same logic, only of course the time to target is much shorter, so it could hit. Still most targets will move. A good player is much better than any aim bot. I play some of the most dodgy ships of the game and I am regularly surprised how good players can anticipate my turns and shoot exactly where I am going to turn, not where I am heading at the moment of the shot. Another phenomenon is bias. It is hard to describe. A ship may appear to be sailing more towards you than it actually is. In reality it is moving more sideways. So you aim only slightly to the side. now the target is moving towards you and you accidentally hit it. Especially ships moving in a pattern can accidentally counter a bias so they get hit although the aim was initially way off.
  10. HMS_Kilinowski

    Flooding effects & ship spotting technology

    First of all, it was not me that damp_squid is talking about. We had a little chat in clan, though, cause I experienced several incidents the last few days. I was one-shot by an Atago from 10 km away behind smoke on B cap of North map. I was neither detected nor was there radar. The player who hit me said he predicted my movement from me firing but I don't remember shooting and I was full speed in a hard turn. If it was as he said, that was a one-in-a-million shot by a not-one-in-a-million player. But it is also possible he confused me with another hit he got on another teammate and his explanation was not related to his hit on me. I was alerted by the strange circumstances due to an earlier incident. A few days earlier a Yamato hit me on the Atlantic map while concealed for at least half a minute. I was stealth torping it in an Ibuki from around 10.5 km - well outside detection range - and just turning away to bring my other launchers to bear. I was irritated cause there was no sign of me being detected or exposed by radar, hydro or even RPF. I thought he was aiming for another ship so I took a look around and the next ship was 2-3 km away. I think there might even have been a third strange blind-fire but I don't remember the details. I currently don't have replays activated, so this is all drawn from memory. It may be that i just witnessed a succession of weird coincidences and there is a perfectly reasonable and simple explanation. Could also be a bug with spotting. Anyway if you experience similar blind-fire hits, please post them here.
  11. HMS_Kilinowski

    What premium BB to buy with doubloons

    15000 doubloons is a lot of ingame currency. Be smart. Don't use it on a premium BB. It won't help your fun much. While you play it, you only get eliteXP which then you have to pay for converting into freeXP. I would strongly advise you to just grind the normal tech tree ships. Use your doubloons to buy some premium account ingame. You can get a month for 2500 doubloons or six months for 13500 doubloons. Both is more bang for buck. You will grind through your tech trees faster and have more money left. Another recommendation would be to buy one or more perma camos for your favorite ships, especially for any T10 ship once you get it. Playing T10 is wuite expensive and the camo will help you not losing credits. If you like BBs, a good idea is getting a low to mid tier one. They are considerably cheaper, make good profit and you low tier is more tolerant to mistakes, a good combo for fun. I like the Ishizuchi and the König Albert, also wouldn't mind playing Texas or that russian October Revolution thing. T5 would allow you to participate in the upcoming ranked mini season. I would not go beyond T5.
  12. Really? Bots? No offense but give me a break. There is bad players but it seems like a mania that people see bots in every bad player. I have seen very few instances of possible bots, like one in a thousand games. Maybe I am a soft guy, not accusing every player being better than me of abusing mods and not every player worse than me of being a bot. But objectively I just don't see it. Or do I misunderstand your definition of "bots"? Your idea is imo based on a misconception. You feel WG should come up with some complex control routines to separate good play styles from bad play styles. You yourself say the "list is endless". You cannot force players to play better and you cannot educate whoever does not watch or read a tutorial. The solution to what you complain about is imo achieved much easier. Look at the US. They wanted people to share cars. All the appeals to reason were fruitless. Now they got the carpool lanes. Who shares, gets to his destination faster. If you want players to play better, you need to incentivize good play style, reward all the aspects of team play, you get no reward for. For spotting, for AA support on friendlies, for attempted caps. Get rid of the damage focus. I know an actual bot, he plays 30 games a day, 38% WR. He gets 400 XP per game, in total more than I get from my few thoughtful games. His account has enough XP and free XP to grind through the lines faster than me. So is that the fault of this player or is it that based on a flawed reward system? Get rid of the consolation prize and reward any action related to winning the game. Another thing that would help is sort of skill-based MM, just not hard stratification. You can have different skilled players in one team, but the odds should be somewhat even. You don't need teams perfectly equal in WR butt when I see matches of 44% WR vs. 56% there is no challenge either. You may not like it but not all players subscribe to this being a competitive MP-game. They just play for fun and don't care about stats. I would say that those 70-80% of players being bad is not due to them being not intelligent enough to grasp the game mechanics, they don't bother. If we play a hard operation in WoWs and we only win after several attempts, we don't see us as being bad players, we see the operation as being challenging. Likewise some players will see it as quite normal to not win half of their games. They won't look at their stats. Just from personal gut feeling, it is pretty hard to distinguish a win rate of 45% from 50%. So in their view they will feel like winning around 50% of all battles and that seems fine. You cannot bann players for not making an effort cause then you gotta kick half the community, some of which paid top dollar for an Armada of premium ships, financing the operation. I sometimes play at night and there is 3k people online. That's 10% of the prime time players and still I don't wait more than 90s for a battle, unless it is maybe low tiers. Even now, with ranked season and Arms Race competing for players, we got enough players in queue. I am not making a point in favor of skill-based MM, just saying we got leeway.
  13. HMS_Kilinowski

    Großer Kurfürst Secondary Build

    Read it with curiosity. Most players i know, running secondaries builds, told me specifically for the german BBs to stay away from IFHE. Now I get your point of making an extreme build just for the fun of it. When I look at other examples of extreme builds, they usually come with a play style that can be forced upon the opponents. For instance if you take the Shima with F3-torps and torp-reload build you can adapt your playstyle to operating closer to enemies while staying unspotted. It takes practice to turn in time, to read the map and stay well clear off radar and gunboats but it can be managed and, apart from a strong CV presence it is universal. Your description comes with a lot of technical details and explanations. What would help me to envision this build, is a few replays showing how to get around in T10 games with this build. As I take it, a secondaries build is not first and foremost a secondaries build. That would not make any sense, pretty much like making a tanky build and taking Survivability Expert, cause it gives a bit more HP. We use that expression of secondaries build as a marketing term. The secondaries build is in essence a close range brawling build. That implies skills that help get the ship into close range. Every german cruiser player has been in the situation of starting a bow tanking torpedo run on a 380mm-gunned BB, finding out this can be pretty hard, when the BB turns and runs. So a brawling build must also be built around getting the into position without being noticed. Likewise a brawl is not only about getting the damage on target, which is why many gunboat DDs rely on Survivability Expert rather than BFT. What use is a brawl, when you get destroyed in the process? So what is the use of great secondaries, when everybody sees you coming from 16km away? What's the use of getting into brawling distance while having your HP burned down? I have seen Musashis giving the deadly blow to GKs at close distance cause all the secondaries count for nothing when your hull is almost gone. As I said, the idea is appealing and fun to watch in training room but it is a sad sight to see those gun blazing secondary built GKs leaving early in most battles, cause your HE spam cannot miss them. I got reported for singlehandedly burning down a full health GK, while dancing around his main gun spray. Got me 120k dmg from that alone. Was that a fun build for the GK player? I don't think so. The report suggests a state of utter frustration. So maybe a bit less damage makes the total damage go up, if the ship has more time to deal that damage. Maybe Fire Prevention or Concealment Expert will get you into range more often and with more health left. Maybe, if you get that close that you don't hit the superstructure anymore, the manual fire control is too much precision or the AFT is not essential. That is part of the justification of IFHE, that you are not at 8km distance hitting the deck armor but very close. But if it is that hard to get close and you tend to overextend in the process, why not leave it at that 8km, have your secondaries plunge on the decks and stay at a range where you can dodge torps and avoid getting into the opponents secondary range? Why IFHE? I mean you explained why IFHE, technically. But taking into account the realities of the current meta, why IFHE?
  14. HMS_Kilinowski

    Islands of Ice redesign: total garbage

    I was too late to experience the oldest version. It looks interesting. Most high tiers maps seem very open terrain. There is no area with lots of tight spots and islands where you go around the corner and suddenly you are face to face with an enemy ship at 4 km. You know some more torpedo alley BB no-go zone. I tried the Re-Design. I went traditionally for what once was the northern cap and got deleted on my first go within a few minutes. The new Islands of Ice is very similar to Tears of the Desert and Mountain Range. Those maps see lots of BBs shooting at anything from 20km away. The former A cap in the north of Islands of Ice was a nice spot for bottom tier cruisers that really had no impact on the main battle around C. That was not a bad feature. Applying the same logic we should soon see the islands isolating the flanks of Fault Line gone. WG, if you look for a symmetric map, just remove all but the Ocean map. Extreme maps are a valid game experience and are not bad and not unfair as long as everybody has an equal chance of getting the short stick. We got the Ocean map, a map where any gunboat or cruiser starts cursing. I don't know a map that makes BBs curse. If the maps are that open, at least give us a side show.
  15. HMS_Kilinowski

    To buy or not to buy - Ist das günstig, oder kann das weg?

    Kurze Ergänzung: Ein Angebot diese Woche ist durchaus erwähnenswert. Besser gesagt eine Kombination von Angeboten. Wie bereits erwähnt, gibt es dieses Wochenende bis zu 4000 Dublonen bei Einkäufen ab 40€. Einschränkungen auf bestimmte Produkte wurden nicht gemacht, es sollte also auch für bereits reduzierte Artikel gelten. Bereits reduziert ist das Paket "Ultimative Belohnung" (engl. ultimate treat) für derzeit 44,18€. Das Paket enthält 13500 Dublonen und 30 Tage Premium-Spielzeit. Mit den 4000 Dublonen extra kommt man auf insgesamt 17500 Dublonen. Wie man die Dublonen nun bewertet, ist jedem selbst überlassen. Ich rechne das deshalb mal in Premiumspielzeit um, die wollen viele von uns ja gelegentlich auffrischen und Premiumspielzeit bietet auch mit das Meiste fürs Geld. Für Dublonen kann man im Spiel Premiumzeit erwerben. Ein Monatspaket (30 Tage) kostet 2500 Dublonen. Für die 17500 Dublonen kann man also 7 einzelne Monate Premium-Spielzeit erwerben. Zusammen mit dem bereits im Paket erhaltenen und sofort gültigen Monat, bekommt man also insgesamt 8 Monate Premiumkonto. Der einzelne Monat kostet dann 44€ / 8 = 5,50€. Zum Vergleich: Der einmalige Erwerb eines 360 Tage Premiumpakets kostet 80 Euro (6,66€ monatlich). Manchmal wird das Jahrespaket um 25% reduziert, kostet dann also 60€, entsprechend 5€ pro Monat. Das gilt als die günstigste Variante. Bei dem aktuellen Paket zahlt man also etwa 0,50€ pro Monat mehr, allerdings ist man damit auch deutlich flexibler. Man muss die 8 Monate ja nicht am Stück kaufen, sondern kann Pausen im Spiel berücksichten. Falls ihr also absehbar mal länger in Urlaub oder auf Geschäftsreise seid, oder falls ihr mal phasenweise keine Lust auf WoWs habt, dann lasst ihr einfach die Spielzeit auslaufen und startet die nächste 30Tage-Premium-Phase erst, wenn ihr wieder richtig heiß auf WoWs seid und auch absehbar Zeit haben werdet. Natürlich könnt ihr auch eine weniger flexible Variante wählen: 30 Tage Premiumzeit, Pause, 180 Tage Premiumzeit (13500 Dublonen), Pause, 30 Tage Premium (2500 Dublonen). Damit kommt ihr auf die gleiche Premiumzeit und euchc bleiben 1500 Dublonen übrig. Das ist aber auch weniger flexibel. Ein weiterer Vorteil dieses Angebotes ist, dass ihr keineswegs von vornherein auf den Erwerb von Premiumzeit festgelegt seid. Ihr bleibt eben flexibel. Wenn also zu einem späteren Zeitpunkt mal eine Permatarnung reduziert ist, ihr ein Modul abmontieren, einene Kapitän trainieren oder EliteXP umwandeln wollt oder tatsächlich mal ein kaufenswertes Schiff für Dublonen gekauft werden kann, dann könnt ihr die Dublonen immer noch dafür verwenden und somit mit einer weiteren Rabattaktion kombinieren. Wenn man den ersten Monat Premium mit 5,50€ anrechnet, dann kosten die 17500 Dublonen etwa 38,68€, also 452 Dublonen pro Euro.
  16. It is specifically that sentence I find to be confusing. It can be read as "you can accumulate the XP once the update is released and unlock it once the update is released." or as "you can accumulate the XP (now) and unlock it once the update is released." It is not clear if the "once the update is released" applies to both main clauses or just to the latter.
  17. HMS_Kilinowski

    Prinz Eugen/Hipper - How to make it work?

    Those are quite impressive results. Still I take it they are not achieved regularly. You will have realized the lowest dmg game was the T10 game. So you talk about flanking and as even the flanker gets flanked about positioning. That takes some flexibility and foresight as flanking one ship will in most cases put you right in front of a bunch of other not so friendly ships. My point being it is situational. Now that may be but it also means that you cannot deduct any hard and fast rules that a player can stick to. Like for US light cruisers i can set a rules that you look for islands and shoot over them. That works well. For PE that is not the case. You have to adapt and that make it hard to play. ... and torp you likewise, if they have torps. Also USN cruisers get the better autobounce angles. The hunter may turn into the hunted very fast. So you make all the effort to get close to find out the enemy can put up a fight. Very true. Still, and that is what many people say when they talk about Hipper/PE, the mediocre DPM does not allow for long silent periods. You gotta shoot steadily to add up dmg over time. I understand what you try to say, that you go silent for a time to get an almost devastating alpha strike a bit later. It's a gamble and you may as well end up losing it, not only for yourself but also for your team as a ship that is silent is also like a ship missing. That is a good hint. I will try to not fall in love too much with the 3 and 4 point skills and get that skill early on. Also at least PE with its heals can perfectly share a captain with the Hindi. As I said, impressive. If I knew how to pull that off I would be a lot happier with the 28 Euros spent.
  18. HMS_Kilinowski

    Prinz Eugen/Hipper - How to make it work?

    I got Prinz Eugen just as I had finished my grind to Hipper. So currently I got them both in port. Personally, I am not too happy with both. Hipper theoretically has the DPM to keep up, practically she is falling behind, cause you need to play it more conservatively as she has no heal. So even when she has targets in range you will avoid shooting when you are not sure that your position is safe. The Prinz Eugen may look tankier, but that is relative. You often see battles where you take no damage and the heal would not have been needed. Likewise you see battles where you are focused down once a first salvo has scratched your paint enough to make you look like a quick kill. It does not help you much that you got 3-4 heals you would need to apply over many minutes. You just won't live that long. So you gotta walk a thin line and that takes pro experience. I don't have it. Compared to the Hipper you feel like taking a few shots more, as you can heal back. Most of all, you will take the risk of making a torpedo run every now and then. That works great against any ship of caliber 380mm and below. However if the BBs know your intention and runs, you will easily find yourself being lit up by secondaries. Both ships have really good armor for cruisers and their armor layout helps them to brawl. Under the current conditions this however is not very useful. They mostly end up in T10 games and Hipper/PE are not well suited to be uptiered, they suffer greatly and feel almost useless. BB guns in T10 games are mostly above 380mm of caliber, so they overmatch the bow armor. The rudder shift and range allow both ships to dodge somewhat but any reasonable good player can easily take their mediocre turns into account and hit you anyway. So both ships cannot get close to enemies easily and even if they do, they mostly see superior enemies that you actually don't want to meet up close. I lost duels against Worcesters. I initially bought the Prinz Eugen cause I was blinded by the promise of a +50% CXP bonus. In reality the Prinz Eugen earns significantly less XP than my favorite T8 ships, so the CXP bonus effectively boils down to +20%. Problem is that is not for you to choose. You cannot force enemy ships to go broadside. Maybe my definitions or matches differ from yours but my enemies know their playstyle and hardly ever give broadside and if they do, switching ammo type takes too long, so by the time my salvo reaches the target it is well angled again or taken down by a friendly BB. While the latter one is fine, as it wins your team the game, it does not help you get XP. Nobody sucks enough to get to 13% win rate. You would have to willfully team kill every game to even get close to that. AFK players only get to 38%. So it is just bad luck, period. I see no point in going back to Hipper once you get past it. I even come close to regret buying the Prinz Eugen. I still wait for a player telling me the secret. I see replays where the PE is doing well but they are by people who do well in any ship and even they seem to do better in other ships. I yet have to see a player who can really say he shines in a PE and it is ideal for his play style. I doubt it.
  19. HMS_Kilinowski

    Gibt es lohnenswerte Schiffe zwischen Stufe I-IV ?

    Meine Favoriten bis T4 waren Clemson, Shenyang, Isokaze bei DDs, St. Louis, Caledon bei den CLs und Nassau bei den BBs. Behalten habe ich keines davon und es gibt imo wenige Gründe dafür. Es wurde ja bereits gesagt, dass für Missionen alles unter T5 meist ungeeignet ist, für Operationen alles unter T6. Um Ressourcen zu erwirtschaften, sind höherstufige Schiffe besser geeignet. Das liegt zum einen an den generell geringen Einkünften in T1-4, wird aber noch dadurch verstärkt, dass Perma-Camos erst ab T6 verfügbar werden Einzig bestimmte Achievements lassen sich gelegentlich auf niedrigeren Stufen leichter erreichen. Für gelegentliche Exkurse in untere Tiers reichen meist die Premium-Schiffe, die man mit der Zeit bekommt oder günstig erwirbt. Da diese mit Perma-Camo ausgestattet sind, kommen auch mehr Ressourcen rein.
  20. Thanks guys. It's probably as simple as you say. I am just not used at detonating DDs with DD guns. Thought it takes more punch to do that. Well, looks like I got some people a bunch of detonation flags.
  21. The guns are strange. I repeatedly had an HE shell on an enemy DD doing 7k dmg, maybe even detonating it. No IFHE. Do you experience similar powerful HE shells? Do RN-DD-guns have any special properties explaining that?
  22. HMS_Kilinowski

    Zao

    Oh ja. Ich erinnere mich an das erste Mal, als ich einen anderen Kreuzer breitseitig erwischt habe. Ich habe AP geladen und mir nix dabei gedacht und dann die Salve relativ gut Richtung Zitadelle flog und ich die gute Bündelung erkannte, war mir sofort klar, dass der Gegner nicht mehr lange da sein würde. Jetzt fragst du was. Meine Erfahrungen mit der Zao stammen aus etwa hundert Clan Battles in der Mietvariante. Ich hatte gar nicht aufm Schirm, dass man die Torps noch erforschen muss. Die sind auf jeden Fall wichtig. Das Legendäre Modul (LM) ist, so vermute ich, ganz brauchbar. Es ist ja als eines der wenigen Module, die kein Sidegrade sind, sondern wertet die Zao tatsächlich auf. Man muss eben abwägen. Wenn wir uns das mal ansehen: Das Zao-Modul ersetzt das teuerste sechste Modul. Viele Spieler werden da das Reichweite-Modul haben, das gibt statt der 16,2 km dann 18,8 km. Für mein Gefühl schon etwas zu viel. 16,2 km ist wiederum etwas kurz, aber damit kann man schon arbeiten. Ich hatte das Feuerraten-Modul (Keine Ahnung, wie es in der deutschen Version heißt). Das war nicht schlecht. Gibt 12% schnellere Nachladezeiten, aber langsamer drehende Türme. Mit dem Yamamoto Kapitän kann man das gut ausgleichen. Das LM hat dagegen +8% Reichweite, -20% Ruderstellzeit und -7% Streuung. Das ist ein sehr ausgewogenes Paket. Wo 16,2 km etwas zu kurz sind, ist man mit dann 17,5 km schon auf der sicheren Seite. Das ergänzt sich nochmal mit dem schnelleren Ruder. Man kann also weiter weg vom Gegner fahren, hat somit mehr Zeit zu reagieren und mit dem schnelleren Ruder kommt man nochmal flotter aus der Schussbahn. Das alles ist Gold für die Überlebensfähigkeit, insbesondere der Spieler, die das Tarn-Modul genommen haben und damit auf -40% Stellzeit verzichten mussten. Man kann das sogar auf die Spitze treiben, wenn man der Zerstörer-Rolle der Zao nichts abgewinnen kann. Dann bleibt man dauerhaft im Hintergrund und verzichtet auf das Tarn-Modul. Man nimmt dann stattdessen Steering Gears Mod 3. Damit kommt man wahlweise auf 38,4% Stellzeit, also insgesamt 3 Sekunden Ruderstellzeit. Das ist schon extrem.* Ich kenn auch jemand, der das Antriebsmodul genommen hat, also -50% bis Höchstgeschwindigkeit statt -20% Stellzeit, dann -40% Stellzeit statt Tarn-Modul. Der ist damit recht zufrieden. Wenn da nochmal -20% Stellzeit vom LM dazu kommen, dann ist man auch bei 48% Stellzeit, also 3,7 Sekunden.* Auch das ist extrem wendig und vor allem gut, wenn man, durch schnelle Beschleunigung,** Torpedos oder Granaten ausweichen kann. Meiner Ansicht nach ist das aber weniger ein Problem der Zao, da die ohnehin fast immer in Bewegung bleibt. Beschleunigung ist eher für US-Kreuzer, die stationär an Inseln kleben und bei Gefahr schnell vom Fleck kommen wollen. Ich persönlich mag die exzellente Tarnung, weil man eben die Torps besser unbemerkt platzieren kann und nicht völlig nutzlos ist, auch dann wenn das Schiff nur noch von Kaugummi zusammen gehalten wird. Meine Empfehlung wäre also Steering Gears Mod 2 als viertes Modul, Concealment System Mod 1 als fünftes Modul und dann das legendäre Modul als sechstes Mod. Damit ist man, nach meiner Lesart, recht universell ausgerichtet. Man hat dann 4,9 Sekunden Ruderstellzeit, 17,5 km Reichweite und die -7% Streuung.* Verglichen mit der höheren Feuerrate bei Main Battery Mod 3, verzichtet man auf 12% mehr Schaden. Aber wegen der schneller drehenden Türme, kann man auch in bei harten Manövern weiter schießen. Wegen der höheren Reichweite kann man auf weiter entfernte Gegner schießen, hat also häufiger Ziele in Reichweite und wird in Situationen Schaden verursachen, wo man ohne Reichweite erst mal tatenlos auf die Gegner zu fahren muss. Das gleicht die niedrigere Feuerrate ein Stück weit aus. Wenn dazu noch die geringere Streuung der Hauptgeschütze kommt, sind die gefürchteten AP-Salven der Zao auch auf größere Reichweite möglich. Das ist vor allem in Clan Battles ein Vorteil. Die Zao ist ja oft der einsame Flügelstürmer. Der zentrale Schlagabtausch findet woanders statt, wo die Schiffe Bug gegen Bug um einen Kontrollpunkt ringen, ohne sich viel um die poplige Zao am anderen Ende der Karte zo kümmern. Wenn die Zao also aus der Flanke über bis zu 17,5 km kompakte AP-Salven gegen Breitseiten von Kreuzern verschießen kann, dann kann das einen gegnerischen Angriff empfindlich stören. Kann aber auch etwas viel Schönfärberei sein. Also nimm das mit der "Empfehlung" nicht zu wörtlich. Was für mich funzt, kann für dich unpassend sein. Schließlich erinnere ich mich auch an Situationen, in denen die schnelle Feuerrate mich gerettet hat. Ist alles eine Frage des Stils. Ich hab jetzt ein paar Builds erörtert, um dir vor allem ein Gefühl zu vermitteln, was man bekommt und worauf man verzichtet. Das ist die zentrale Lektion, dass man nie ein Modul isoliert betrachtet sondern immer überlegt, ob man Boni verschieben kann und anderorts flexibler wird. Als Beispiel: Wenn ich das Legendäre Modul statt Main Battery Mod 3 nehme, drehen die Türme vielleicht schnell genug, sodass ich beim Kapitän auf Expert Marksman verzichten kann und dadurch werden Punkte frei, die für Radio Location Finder gefehlt haben. Oder das Concealment Modul reicht einem Spieler aus, sodass er auf Concealment Expert verzichtet und 4 Punkte beim Kapitän frei hat. Es geht also nicht unbedingt immer darum, Extreme zu finden, sondern nach deinem Geschmack hin und her zu schlichten, bis du dein favorisiertes Paket hast. Edit: * Hier waren bezüglich der Ruderstellzeit einige Fehler enthalten. Diese kann nicht auf 1,5 Sekunden verkürzt werden, sondern beträgt minimal 3 Sekunden. Die Effekte von Modulen, welche die Ruderstellzeit verkürzen, werden nicht addiert, sondern multiplizieren sich. Es gilt also nicht: Basiswert * (1 - (Mod2 + Mod3 + LM)) = 7,7s * (1 - (0,2 + 0,4 + 0,2)) = 7,7s * 0,2 = 1,5s, sondern: Basiswert * (1 - Mod2) * (1 - Mod3) * (1 - LM) = 7,7s * 0,8 * 0,6 * 0,8 = 3s. ** Ursprünglich hatte ich hier geschrieben, das Antriebsmodul helfe auch beim Abbremsen. Hierüber ist die Community geteilter Meinung. Möglicherweise wirkt sich das nur auf positive Beschleunigung aus. Das Abbremsen auf null wäre demnach nicht betroffen, lediglich das Beschleunigen im Rückwärtsgang nach vollendetem Stillstand.
  23. HMS_Kilinowski

    Best t6 cruiser for getting potential damage?

    You may call me insane, but I think about the Pensacola. Initially this sounds weird, cause the Pepsi is infamous for its exposed citadel and consequential for its squishiness. That however may be the key to success. I am not making a hard claim but I think most if not all T6 cruisers are rather lightly armored. So they all do not react very well to being hit. The ship you choose for potential damage must rather be effectively dodging shots. The Aoba springs to mind. But it is played well away from the front line. It has a reputation of being hard to hit, so many players won't bother aiming for a distant kiting ship. But then again if you are too close, they will hit you and no T6 cruiser will endure that for the time needed to get serious potential damage. On the other side if we look at the Pepsi, she combines those elements, you need for success: 1. You need to be shot at a lot. The ship must be appealing to shoot at. The Pepsi has a reputation of being made of paper so many players try for a cheap kill. Lots of shots. 2. The ship must be able to evade incoming fire. The Pepsi has a good rudder shift - I think 6.5s - has 620m turning circle, so it can make hard turns and it is played from ranges of 13 - 15.7 km, so it has enough time to put distance between the impact zone and itself. 3. Pepsi has a tight spread and again the range of 15.7 km, so it can shoot back and influence the battle. Let's be clear about it. What you are looking for, is a gamble. No cruiser will be ideal for potential damage. But if you combine the elements I mentioned, you get a reasonable shot. the rest is personal skill, like knowing how to play dumb, so they go for you. The think you go broadside, they shoot at you. You get on their nerves with fires, the BBs get upset and make you a personal priority. So you need a feeling for baiting aggro. Not too many shots at a time, but also no breathing space.
  24. HMS_Kilinowski

    Fehler und Probleme mit 0.7.9

    Der Crash beim ersten Spiel tritt bei mir auch auf. Er war sogar schon Thema im ingame-chat, wo etwa 4 Spieler ebenfalls von dem Problem berichtet hatten. Lösungsvorschlag eines Clan-Members: Lasst die Finger vom Game-Center und startet WoWs direkt, also die Exe-Datei. Probiert's mal aus und schreibt, ob's bei euch funzt.
  25. HMS_Kilinowski

    Asashio - the best ship to piss people off

    The best ship to piss people off is a Khabarovsk or Harugumo. The Asashio is imo not competitive in the current meta. You can do a lot of damage, if the circumstances favor you, but that is not often the case. It is a bit like taking defAA nowadays (you get carriers you get XP, you don't get them you wasted a consumable). The Asashio faces the same problems that torpedo boats do in general. Radar, Hydro, planes, they all mess up your torpedo attacks. Most DDs will outgun you. You can contest caps, but it is very risky. When I see an Asashio in a cruiser I start smiling. I will hunt it down without hesitation, cause it cannot do anything against me. I will also act as a spotter for my BBs. Normally I would risk eating torps myself if I position between an enemy DD and my BBs but here it works fine. From my observation, the Asashio can get good results if she catches lonely BBs. But by the time she does that, the enemy team is already decimated, maybe losing, the torping of the Asashio is not crucial to achieve victory. Sometimes the Asashio catches a BB off guard early, but they are mostly the players that don't know how to play BBs anyway and would have died early by giving broadside or getting HE-spammed. I can hardly remember a game where an Asashio carried or was decisive for our win. My most prominent memories are of games where an Asashio was the last ship alive on either team, being hunted by cruisers and everyone knew the end.
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