

VC381
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About VC381
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Yes, effective ranges that provide dynamic game play and space for each class to have a role. Camping can happen at close range too, those stupid static games where nobody moves from behind their island. I had an idea for this, unfortunately too complicated for how simple WG want the game to be. It was to link dispersion to target speed, so you can easily devastate targets that are standing still but moving fast makes you harder to hit even if you are not actively dodging.
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That is not the same thing. It is clear from the re-work that WG want to discourage brawling and encourage longer range play from BBs. So suggesting a dozen brawling skills is not thinking positive, it's spitting into the wind. What I mean is, if that is the direction WG wants, we first accept that and then think: how can we make a captain skill that fits this theme of giving BBs some benefit at medium range, but in a way which is not as toxic as deadeye?
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I know and I'm not aiming for absolute realism. But you can combine elements of the bigger strategy not just individual battles. For example, on Fault Line map, the slow speed and spawn positions of BBs mean they can't affect A or C cap early in the game. It means the smaller ships can fulfil their role of using their speed to contest these objectives, then retreat if/when the enemy battle line shows up and provide vision so their own battle line (that is still coming) can engage at an advantage. There is no map at higher tiers that provides this kind of split play opportunity, but BBs staying back has a similar effect in some places.
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I am happy with a skill that rewards good play and reduces randomness. But of course it needs to be balanced by some limits or drawbacks. I actually really like @Ronchabale 's "punchbag" idea Adrenaline rush on steroids. But I'm a bit worried about encouraging BBs to rush too hard though. I know that's what a lot of people want and I am in a monority, but I don't want the game to be like a generic MMO where BBs are charging at the front "tanking". I want time and space for cruiser and destroyer skirmishes and some tactics before the BBs are in your face in the middle of the map. BBs should push when the time is right to get a decisive victory, after the battle space is scouted and prepared by the other classes. BBs pushing first and others following is backwards to me. Although if players play badly, doesn't mater what captain skills exist or what they "encourage", you can't change that.
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I love this idea but... Why T8 only? T6-8 would give a huge increase in the number of built ships, many interesting and powerful in unique ways that would make the sides more even. Axis BBs look very sad for example, nothing with guns bigger than 381mm. I would like to take Nagato in this kind of match just for the gun size.
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You see, I like deadeye in principle and I don't use it to camp. So I kind of want something similar, that means when I take my time to position and fire from stealth 13km away from someone they don't survive by RNG. But that makes other people want to camp, so how to design the skill to get both effects?
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OK, so let's think positive about this. What would you like to see as a 4-point skill instead of deadeye, that can kind of fit the same thematic use but not encourage camping? Personally I think something that improves BB accuracy is not bad in principle, and some good uses of deadeye are stealthy mid-range BBs like US ones. What if deadeye had a maximum range cap? Or what if it was something like "first salvo fired from stealth has improved dispersion"? Maybe "consecutive shots on same target get more accurate"? Just brainstorming.
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The 2-point spotter skill is handy if you have spare points. It means you can comfortably run reload mod but still have much more "on demand" extra range when you need it without fear it will be on CD too long. I use it on Hindenburg and Kronshtadt at the moment.
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The bridge as built wasn't fully enclosed like the "modernised" in-game model. A 20 knot breeze would counteract much of the heating effect from the funnel. Still probably not pleasant, but that's just conditions on 100+ year old warships.
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Lolwut, my bad I checked the wiki not the game, wiki doesn't show spotter. In that case yeah, definitely that build. The spotter skill is great. As for IFHE, I's recommended on the higher tier 180mm armed ships. I didn't really think about how much 32mm plating there is around T5-8.
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The bow design is just as much about seakeeping, which any no sheer, straight bow BB could use help with even if not going that fast.
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The Japanese changed the bow shapes of Nagato and Mutsu, and added length to the sterns of all their battleships and battlecruisers. You can argue it wouldn't have been worth changing the bows on Admiral Scheer, Hipper or Scharnhorst as they were already built with straight ones, but the Germans did it anyway. And yes they did Dante right, but that one is ugly anyway
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She has her original bow in A hull. But I don't mind that. The Germans put Atlantic bow on absolutely everything, it is a logical assumption that if e.g. Konig survived to be used in WWII, this change would be made.
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Completely agreed. Cavour is a beautiful classic dreadnought and I am very happy to see her in game in such an unaltered form. It's enough to make me want to have it in port and even play it occasionally regardless of stats or anything else. EDIT: Konig is in my opinion the "least worst" of the others. That one I can live with.
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Molotov doesn't need much. Nit0's build is fine but it looks like it's shared with some other ship (Molotov doesn't have a spotter plane so doesn't benefit from those skills). I would take Adrenaline Rush for sure. But since Molotov is a premium, you might be training a captain of a ship that needs Superintendent for other reasons. There is also an argument to take IFHE, it can help in some situations, especially when you are bottom tier.