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Everything posted by Agantas
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Thoughts after finishing the birthday-event
Agantas replied to krautjaeger's topic in General Discussion
Then you'll have to make do shooting AP at superstructures and DD sides, because only thing Akizuki HE pens without IFHE is DD superstructure. Like I said, I skipped that particular mission myself, so there's no real time limit for your Akizuki training. If you have an 19-point commander on a ship you enjoy playing, then that one will generate you some elite xp anyway. -
Thoughts after finishing the birthday-event
Agantas replied to krautjaeger's topic in General Discussion
I solved the no IFHE on Akizuki problem with elite commander xp. That said, I skipped the three do damage with guns and torps/fires missions with Japanese/Soviet DDs and French cruisers. I also skipped the Bismarck dreadnought mission. I just decided that it was faster and easier to gather these with duplicates of easier mission collectibles. This proved to be the case: I gathered the last five duplicates in two games, using Missouri and ARP Ashigara as the ships for the task. -
People were able to gather so much free xp because : -200% weekend -Free 1 day anniversary premium -free rare special flags that give tons of free xp when combined. The amount of bonus flags you got depended on the how many games you had played. You got 10 flags per thousand games played. This isn't gonna give newbies a fast Missouri. The "way easier to gather free xp" is based on temporary consumables and first win bonuses that mostly benefit veteran players.
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So you're saying that your team lost because they had your Kutuzov when the enemy team got a Tashkent instead? Kutuzov has that 19 km range that makes her comparable to that of a T9 cruiser.
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MEGAZAO! Probably Currywurst out of the two you mentioned. It is sturdy ship that has turtleback armor. On the back of the turtle, there are four elephants that carry the World on their backs. Currywurst is that big.
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Play it together with competent clanmates for full five star completion. From my perspective, it is the hardest of the scenarios.
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Also note the 41% fire chance on KGV guns, combined with 25 second reload due to small caliber. That thing is a BB-burning menace.
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Can Yorck Withstand Eight (8) Maass Torps?
Agantas replied to _HomTanks_'s topic in General Discussion
Usually to multiple sections, yes, but it is possible to curve in a way that they all hit the same section. We've seen this in some damage saturation videos. That Yamato video is a good example - one good salvo into that Yamato's bow or frontal parts of the upper hull would have sank the BB. The aft and the parts of the middle that the Minotaurs were able to pen were totally destroyed. It is generally good to spread out the damage to avoid saturation, but bots don't know how to do that. I personally tend to use the damage saturation mechanic when I have to take torps as a DD. Take them into bow or aft, that saturates the module while torp taken into midsection will sink your ship (unless your total HP is larger than the torp alpha damage). This also requires that the other modules haven't taken a lot of hits. -
It's not like you can't play both lines. I'd say that the Japanese cruiser line keepers are Kuma, Myoko, Mogami (155 mm guns) and Zao. T5 and T6 ships constantly get pulled to T7 games due to the low tier matchmaking restrictions. Furutaka and Aoba aren't horrible ships, they just don't have much to offer compared to Myoko. Tenryu is a squishy little ship with rather low firepower and big citadel. Kuma is simply superior once you can handle the increase in concealment. Ibuki is essentially a 203 Mogami (the hulls are almost identical) with improved range and improved fire chance. She burns BBs by long distance sniping. So there's clearly an addition of what Mogami can't do, but Zao will likely do everything better than Ibuki. If you have ARP or dragon ships, that's your keeper Myoko there. Don't even have to dedicate a captain. You can get port slots from various event missions and credit containers.
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This is going to sound ungreatful WG, but
Agantas replied to ThePopesHolyFinger's topic in General Discussion
High tier ships are expensive and the economy at high tier is very demanding for free players. Just look at your Standard-account credit gain and nothing but that after your T10 battle. What if you earned only that? You'll have to earn 200k to pay for the game, never mind the profits. At high tiers, credit earnings are the bottleneck that can prevent you from going forward. You need about 30M credits to fully outfit a T10 ship. The income gained by playing the T9 ship before it will not pay for the T10 ship. I played a lot of lines to T7 before moving forwards to more uncertain tiers of T8+. Personally, I got my first T10, Shimakaze, in last May, with around 5000 battles played. It took gifted premium days and a discount on Shima's price to encourage me to move to T10, so I grinded the credits using Shinonome. The combination of high cost of ships and punishing high tier economy causes you to put off the high tiers until you can play better. This can take some time. The bar is much higher for free player than it is for a premium player. Premium players net more than twice the credits at high tiers than free players. A diligently played premium day can earn you a lot of credits compared to the stagnating progress with standard account. There have been multiple occasions where I've grinded credits to buy new ships on a premium day (WG gives occasional free premiums that last up to one week, either randomly or as rewards) just to get that better income. Feel free to check from my WoWS numbers stat page the 'Important Moments' list, that shows at what date I bought which ship in order to better imagine how I managed to get to about 5k battles without at least one Tier X. You'll need to press the 'more' button to get the full list. First newbie month is clipped off, but it should give you the picture: http://wows-numbers.com/player/534556971,Agantas/ As for OP, consider those supercontainers as a reward for the feat of reaching the top tier on a ship line. -
This is going to sound ungreatful WG, but
Agantas replied to ThePopesHolyFinger's topic in General Discussion
The anniversary gave us a premium day + lots of free rare flags. That's a powerful combination. I gathered the remaining 50k free xp for Missouri in one day. I like the Missouri; it is a nice ship. How about gathering a Missouri for yourself too? Missouri makes so much money that even a T7 player can play her without losing credits. I gathered all the collection camos. The are +50% free xp, +50% commander xp and the usual dispersion and concealment-related buffs. If some task is too hard for you, getting it by re-doing other tasks only costs 2 duplicates. You can get one duplicate of each type every day during the event. Americans already did the work of figuring out how to get each achievement, so you can easily plan your achievement gathering to be efficient: https://forum.worldofwarships.com/topic/136771-wows-2nd-anniversary-achievements-list/ -
GZ test II or Graf Zeppeling testing elsewhere
Agantas replied to SteDorff's topic in General Discussion
Yes they do. I was bombed by an Enterprise in my Shimakaze. The AP bomb overpenned and did minimal damage. Dunno about how CA's fare, but Shima can laugh off AP bombs. -
WoWs 2nd Anniversary Achievements List
Agantas replied to aboomination's topic in General Discussion
They could be once a day reward like flags. That's the impression I got from these event achievements. -
The Matchmaker gives the red team a T10 BB to counter your Kurfurst. Then you go and do 40k average damage and sink 0.4 ships with it and sink twice yourself for every two ships you sink. Average Kurfurst on the server does 85k damage and sinks 1 ship per battle, sinking 1.6 ships for every time they sink. You are not pulling your weight with the ship and the winrate of 38.6% with Kurfurst reflects your performance. The only thing rigging the games against your team is your bad performance. As for 100k damage games, there is meaningful 100k damage that carries the game and there is the 100k damage that has rather low impact to the result. In fact, the only rigging WG tries to do is the matchmaker setting teams so that everyone can have as even games as possible, since those are the most fun ones. WG purposely rigging games against someone would be stupid, since both people in the winning team and the losing team tend to hate one-sided games. When people are having fun, the gaming company is making money, so WG tries to make the MM fair and even while still letting people get into game fast with a short waiting time in the queue. The idea that they'd purposefully rig the games against you is just silly.
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Service fees are based on ship tier. It costs more to play a high tier ship than a low tier ship. All T9 ships have that same 120k service fee, which can be reduced with the flag. You use the 10% reduction flag on high tier ships. The service fees used to be damage-based, but this was changed about a year ago so that people wouldn't play in a cowardly manner to avoid the repair costs of their precious ships. Rewards for spotting and tanking damage were added around the same time. Back then, the last ship of the losing team tended to hide and drive to the blue line to avoid the repair fees, while in current economy it is better to brawl it out. Here are the patch notes from the economy change where repair costs were removed: https://worldofwarships.eu/en/news/updates/update-0512-release/ The ship-repair fee has been completely replaced with a fixed service charge, meaning the cost will not be dependent on how much damage the player's ship received in battle.
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-Flat service fee based on what ship you used (high tier is more expensive) in the battle and then ammo costs based on ammo fired. Damage taken by your ship does not matter, nor does it matter whether your ship sank or not. -Each shell, torpedo or aircraft (CVs) lost has its specified ammo cost. Ammo prices are defined for each ship individually. -Camouflages and premium consumables used cost their stated cost.
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That ammo choice is only available on Fletcher-class DDs.
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My game experience does not cover my expectations
Agantas replied to Blechhaube's topic in General Discussion
This kind of games occur as team strategy failure, often involving a good strategy on opponent's part as well. Their team played with a lemmingtrain to C strategy, with OP starting near A. Then disaster occurred, likely near A, and the team ran out of points, due to losing ships while gaining no points, and lost. This Montana was likely among the last lemmings of the train who didn't get to fight due to long distance to travel to their destination. At least one DD going for C, with this Montana and nearby ships supporting, would have led to a better game than this one. This is bad map control play and the team is collectively at fault for this result. OP, try talking with your team in the game to prevent this kind of result. It is pretty clear that your team went with no plan and no communication other that someone pinging A. Remember to be constructive and not abusive when you do it. -
Maybe you're just having harder time aiming since Warspite turns better and has faster turret traverse?
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They are gun blooms when sitting in smoke. Personally, I'd prefer if they were semi-assured, so that they would ignore the smokes but not land. Otherwise you could just sit behind the smoke and it would be the same old thing. So you get spotted from this far for 20 sec if you fire from smoke. The smoke-camping Neptune is permaspotted because he is constantly firing with a DD within his smoke spotting radius. Not firing would allow the Neptune to slink back into the assured 2 km detection range. If a DD goes within that 6.5 km of the Neptune, there's going to be a wall of skill swimming towards that smoke soon. If that Neptune is constantly firing, the DD knows where he is, even if he can't see him in the current meta. Getting spotted would also serve as a DD warning for the Neptune. If the DD smokes up that close to the Neptune, then the Neptune can pop hydro and stealthily push the DD out or kill him by driving into the DD's smoke. Also, let's not forget that smoke works both ways: that Neptune is going to need a teammate spotting for him. Going within 6.5 km of the Neptune is going to be risky and Neptune getting spotted while shooting is going to cause him to move out and the wall of skill will then miss. Personally, I like the suggested change and don't think that it will hurt the British CL play at all. I really don't think that you should be safe shooting until 2 km when camping in the smoke as a cruiser.
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Another powerful reason is that premium ships can use the commanders of all ships of the same nation without any penalties or retraining. This means that those Kamikazes and Fujins often have a captain with CE on them, while your regular T5 players often go without due to low tier and ineperienced captain. This is a major advantage for Kamikazes and Fujins. That said, back in the day, Kamikaze had a bit better guns than Minekaze while Minekaze was a bit faster. The torps were the same. People didn't regard them much different in terms of power back then. Then WG decided that Minekaze was OP and nerfed her torps. Since WG has a policy of not nerfing premium ships, Kamikaze and Fujin got to keep their paleo-Minekaze torps, which are more powerful than the current Minekaze torps. So there you have it: While WG doesn't strive to make premium ships overpowered, but their policy of not nerfing premium ships may result to overpowered premium vessels. The intended advantage of premiums ships is that they earn more credits and xp and that every commander.
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Maybe it was too simplified, I'll give you that. The role of DDs did diversify later from the early torpedo boat destroyer concept. Japan definitely went with the anti-warship torpedo DD idea (starting from Mutsuki class), a strategy that was ruined by the introduction of aircraft carriers, in a similar manner CVs ruin DD gameplay in WoWS. The second paragraph was more relevant to the Some DDs in the game can do that AA escorting duty, such as high tier US DDs or Akizuki, while others are simply useless as AA help. As for picketing, DDs do that job in the game as well. In RL, the radar picket was mainly against aircraft, while in the game, you serve as a picket against enemy destroyers taking positions to torpedo your big ships and prevent their passage to those areas. Driving around that picket to flank enemy ships is one of the uses radio location perk has in the game. The changing concealment suggested in this thread would make the picketing duty harder and destroyers less likely to move away from the fleet.
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yamamoto collection Yamamoto Camouflage color scheme not working for gold coin camouflages
Agantas replied to ZHLvictor's topic in General Discussion
Is the Yamamoto collection purchase items only? I've been playing the campaign and I haven't unlocked that collection. -
It is to balance out the inherently unfair fact that BBs and DDs pay same repair costs and both count as a one ship in a 12 ships vs 12 ships match. DDs were also much more numerous than BBs. For example, there was 4 Iowa-class BBs and 175 Fletcher-class DDs. WoWS dynamics work differently than a real-life navy. In reality, the task of DDs were to destroy enemy torpedo boats and submarines, the classes that were a big threat to BBs. The game does not support the counter to BBs by swarming them with torpedo boats and submarines aren't in the game either. So counter to BBs is gone and DDs have nothing to do. So the situation is different for game and actual warfare and the game thus cannot be an accurate mapping of the reality for gameplay reasons. In practice, I think that this mechanic would be difficult to use and DDs would have to regard their full speed concealment as their true concealment, since you'll have to drive at full speed to get away from approaching ships. Any "sneaking strategies" using the lower concealment would either happen at caps or in the immediate vicinity of the friendly fleet to make the DD harder to spot. I think that this would be too complicated. DD players typically want to know each other's concealments and having to remember all reduced and increased concealments too would be a hassle.
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The idea with IJN DDs is to torp from stealth, they can do that right from T2. You stalk your prey unseen, then launch torps and don't get spotted. People are more likely to react to unseen torps if they know that you are there. With higher tier IJN DDs like Kagero, it can take a fairly long time to stalk a ship and prepare a good position to launch successful torps from, since your first salvo has the best chance for success. DDs are pretty frail, so gauge who has the better fire support before you start a gun duel with another DD and use terrain to cut off their support if possible. I recommend that you try all the ship lines and play them to at least T6-T7. Personally, I'm behind with the German line, being only at T5 currently.
