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Everything posted by Agantas
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HMS Hood was big, mean and invisible, the pride of the British nation... and then she faced the fun and engaging game mechanic.
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My fastest game is probably around 4-5 minutes or so.
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How many games on average is your "afternoon"? As for top tier economy, it is largely pay to win. Premium account matters so much it is not even funny. With one week of premium account and economy flags, I easily gathered enough credits to buy myself Fletcher using my Shimakaze, but now when it is over and I have only standard account, the income has slowed down to a trickle again. Not to mention that you can buy a credit-earning and loss-decreasing permanent camo for T10 ships if you just fork in the cash, making them even stronger money-makers for pay players. a premium account player earns 1.5 times the gross credit income a standard account player does, but the costs of a game remain the same. A typical Shima game costs 180k-200k, let's say 190k in service and resupply fees, assuming that you use standard consumables or that premium consumables are already owned. Using the 190k as average game cost, let's make an equation for double income gained by premium players. 2*(x - 190k) = 1.5x - 190k 0.5x = 190k x = 380k So, when a standard account player earns 380k credit gross income, resulting to 190k net income, the premium account players earns twice as much net income. If the earnings are less, the income difference is greater than that. That's a very good game when you earn that many credits. Now, let's do the math for 3x net income for premium players: 3*(x - 190k) = 1.5x - 190k 1.5x = 380k x = 253k When standard account earns 253k gross earnings, premium account gets three times the net earnings from the game (63k vs 189k). This isn't exactly a bad game for Shimakaze either. Now, if you take in account the premium camo you can buy for 5k doubloons, it halves the service cost (which is 162k with -10% from the flag, so 81k reduction) and +20% to base credits earned. Let us assume another +20% credit income from the economy flag, since this is the top tier. Thus, the formula for double net income for a premium camo player with a standard account becomes. 2*(1.2x - 190k) = 1.4x - 109k x= 271k 271k base credit earnings* will give you double income, while anything below that gives you a higher income multiplier. *Note the difference between base credit earnings and gross credit earnings. The latter include income from multipliers like camo and economy flags while the former doesn't. That should give you some idea on how pay to win the top tier economy is. Note that I'm talking about winning credits, not winning the game.
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Discussion about 0.6.5! - The Hunt Is On!
Agantas replied to Capt_Wet_Pants's topic in General Discussion
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Full team divisions for.. -PvE? Sure -Against other full team squads? Sure -Against random players? Hell no!
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The performance of Atlanta decreases when you shoot at it and it goes 'splat'.
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Spotted/radio location alert can be done by a single button. You press it and the it gives your spotting status to the team. So, you'd get a message like: -I've been detected by an enemy vesel -I've been detected by enemy sonar/radar (a common word for these would be nice) -I've been detected by enemy aircraft -I've been radio located -I've been detected by enemy aircraft and radio located. -I am no longer detected. Something like that. Single button that picks your status should be sufficient. We have F3 working pretty well with variables too.
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The downside of AFT is that you'll be more visible after a DD knife fight. I don't know if you do those in a Blyska, but personally I found AFT a bad pick for Yuugumo after the stealth fire removal. The 9 km gun range in Shinonome is now a plus in DD gunfights and helps in disengaging, since you are less visible after shooting. If you want AFT, you pick AFT, but do consider the downside to DD knife fights that it brings with it. Some here seem to think AFT as more aggressive, but I personally regard it as different kind of aggressive, since it is a hindrance at close range, making you more visible for the enemy fire support. But then again, do you care about being spotted?
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It would be a completely different mode from what we currently have if you allowed respawns. If implemented, this should be separate from the current random/ranked/co-op battles. Also, it is not easy to make respawning work well in a game like WoWS where movement is so slow.
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What is the highest possible torpedo speed with upgrades?
Agantas replied to BlitzkreigDeutschland's topic in General Discussion
He's talking about Aiming system modification 1. +20% torpedo tubes traverse speed. In other words, the tubes turn faster. OP misunderstood this for torpedoes traversing faster in the water. -
When I ran out of credits, my ship wasn't repaired. You don't really go into negatives, but they just won't replace camo, consumables etc. Can you really play so badly that you can't afford to pay for the ammo with the income from the game?
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You know, OP, nerfing everyone's effectiveness isn't the fun way of doing things. You could also shoot from behind the smoke or from behind an island. The latter already has an inherent accuracy debuff when the player does not see the enemy ship.
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I think they just forgot to put that part of the offer into the news item. The other offers they mentioned in the list are ongoing too.
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The article does not mention the ongoing 15% discount for all T8-T10 silver ships.
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I'm thinking of getting a new DD, with these options in mind: Akizuki, Fletcher and Shimakaze. Of these, Akizuki still needs some xp grinding work, but I don't have the silver yet so that shouldn't be a huge issue. So, any thoughts? For the Japanese lines, I have a 11 point captain ready, while Fletcher is a bit more problematic since I'm not really thinking about selling my Benson. I think I have a 3 point captain ready for her, though.
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I ended up getting Shimakaze in order to save more credits from the ongoing discount. I managed to unlock the 12 km torps after 6 games, but haven't bought them yet due to credit shortage after buying and gearing up the Shima. Fortunately most of the games went rather well with long lances. Shimakaze managed to make some profit, since I started the 7 day premium from Science of Victory campaign to gather the remaining credits for her. Fletcher is still on my list of ships to get, but it should be easier to do than gathering the Shima, so I used the discount to get Shima instead.
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Salute to Wargaming for adding extra items to CotE shop
Agantas replied to Admiral_H_Nelson's topic in General Discussion
I'm still disappointed that we didn't get 400 or 200 coin doubloon packs there. -
Having a Soviet DD shoot at you works too.
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Your WTR was below average and you had weak win rate for the last two days. You are both exaggerating your winrate downwards and your personal contribution upwards in this post. I personally believe that your poor performance was a combination of a bad play rut on your part and bad luck with teams. Maybe a strategy failure at team level? Try communicating with the team if you think you know better and don't play when you're in a poor mental state to do so, that often leads to bad streaks.
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HE penetration is given by Gun caliber/6. AP had also some related math as well. Thus it is easier to have gun caliber and armor thickness in same units. Inches are a bit coarse units for this kind of math in my opinion. Thus it is better to have your gun caliber in millimeters.
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Does buying premium increase chances of winning?
Agantas replied to Bongels's topic in General Discussion
Premium is +50% to all credit and xp gains. This includes modifiers like first win bonus, camo and flags. It also gives you a third campaign slot and access to the premium port. -
[Suggestion] Unique Commander Skill-tree
Agantas replied to InfinityIncarnate's topic in General Discussion
The current system is more flexible. Just don't pick perks you don't want for ships that they aren't suitable for. It would require a lot more skills for specialized trees to make sense and less flexible changing of captains between ships would be a definite downside. Premium ships already use captains of other ships to drive them and separate trees would make using them needlessly complicated. It would need to be a pretty big change and offer new and meaningful options to be worth implementing. I think that just a couple of perks is not worth separating the skill tree into multiple trees, you could just expand the current one if you wanted more perks. People can already not pick the skills that are useless for their ships. -
There's a mistake in your chart: Tier 1 only faces tier 1 in battle. WG has nerfed the T1 boats with the AP removal and made them training ships that only faces other T1 boats.
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Teamkiller status from coop mode?
Agantas replied to InfinityIncarnate's topic in General Discussion
My Ryujo has torpedo range of 2.7 km. The ship it hits has to be nearby. If it can manage to drive into the drop, then it is nearby. The bottom line here is that you should take your allies into account. As for AI, it always sails towards nearest ship in a berserk yolo manner, as far as I recall. The bottom line here is that the culture/expectation/norm here is that you are responsible for your own torps and that you take care not to launch them where allies might take a hit. Allies won't be looking out for your torps, particularly when you're driving a CV. Please learn to be more responsible from the pink you got from torping the bot. People generally trust you not to torp their manouvering space and don't easily notice friendly torps. Most of the time you shouldn't be torping where allies can hit them. I'll also add that people certainly don't expect you to torp them from the rear. People in the front line have other things to do than watch for friendly torps from the safe direction. They assume that the direction is safe and don't watch for them. Players are going to be just as, if not more oblivious than bots in this aspect. -
Bismarck 105mm secondaries have dual purpose and also serve as AA guns. Dual purpose guns are listed separetely in artillery and AA gun sections, as if they were different guns. But if you click the camera button on them, you can see that they point to the same guns.
