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wot_2016_gunner

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Everything posted by wot_2016_gunner

  1. wot_2016_gunner

    Let's talk about the Odin

    Possible fixes for Odin might be: - give it back the old HP; or - give it a better heal; or - make it a Tier 7
  2. wot_2016_gunner

    Let's talk about the Odin

    @Ocsimano18 yeah, I saw it and I actually said the same things as Flamu in a post that I made yesterday while he was streaming.
  3. wot_2016_gunner

    PT 0.9.5 - Dockyard

    @Crysantos @MrConway Follow-up to my previous post. Even if Odin's HP nerf was somewhat justified (which is not, also considering that it goes against the ship's concept of being a brawler), the problem is that it has nothing to compensate for the lower HP. I mean, i've never heard anyone complain abotu Jean Bart and Bourgogne's HP, for the following reasons, first of which being that we know that they are Tier 8 and 9 ships, purposely uptiered, and so we know that the HP is at Tier 8 and 9 "levels" (Jean Bart actually has a bit more, with 69.000 HP, while Richelieu has 63.700, but still not at +70k levels of Tier 9; while Bourgogne has the same HP of Alsace), yes, Jean Bart is the real ship, but game wise, Jean Bart is an uptiered Richelieu and Bourgogne is an uptiered Alsace. The main reason however, i think, is that (other than having better sigma than their "tech tree counterparts") they have something unique, a gimmick that compensates for the lower HP, it might not be intended as such, but imo, it's the purpose it serves, in their case being Main Battery Reload Booster. You have less HP, but you have more firepower, not to mention the fact that on Jean Bart you can mount Main Armament mod. 3, which you can't on Richelieu. Talking about Odin now; what does it have of "unique" to compensate for the low HP? -The guns? Hmm... well, they reload in 20 seconds and they have 2.0 sigma, but... Scharnhorst has the same charachetristic, if i can call it that way, it too has 20s reload and 2.0 sigma, but she has 56.300 HP, which is just 2k short of Gneisenau that has 58.200, which makes sense, as it is within the "HP range" of Tier 7, which is 50k and above (lowest being Lyon and 53k btw). It was said in fact, back when Odin's HP nerf was announced, that with that HP, it was more suited as a Tier 7 rather than a Tier 8. - Torpedoes? Tirpitz has them and she has 69.300 HP, 100 more than Bismarck actually. - Hydro? same story, Bismarck has it. - Armour? Hmm... armour doesn't really compensates for anything when HE-spam exists the other consumables are standard, so they don't really compensate for anything. Now, yes, Odin has both hydro and toprs, however, hydro is good for pushing, especially DDs, and the torps are only 6km range; both of these things emphasizethe fact that Odin is a brawler, just like Bismarck that has Hydro and Tirpitz that has torps (also Gneisenau and Scharnhorst); so, to get close, you need to travel a certain distance, i'm not saying you must get within 6km to use your torps, but still, if you are a brawler, you must close the distances. What's most likley going to happen to you while you close the distances? People are going to shoot you, as they do with every other ship; and what helps you sustain dmg while pushing in is, other than your angling (to counter which, however, people can just shoot HE or shoot your superstructure), your HP. Now, Flamu "proposed" on stream two days ago iirc, that maybe giving Odin a better heal, might at least alleviate the low HP. If i remember, Massa (as well as Georgia and Ohio) got a "improved" heal (better cooldown) as it's supposed to be a brawler too, but it doesn't have the armour to sustain damage as well as the German BBs. Odin on the other hand, does have the armour, but it doesn't have the HP, so maybe giving it the "Massa Heal" might compensate for it. Again, Odin is supposed to be a brawler, but you don't want to brawl anyone because even the ships of your own Tier, which are the ones you're most likely to fight, already have 10 more HP than you. Even Bismarck, which you're very likely to face at Tier 8 has 16.400 HP more than Odin; that's more than an entier citadel hit!!!!
  4. wot_2016_gunner

    PT 0.9.5 - Dockyard

    @Crysantos @MrConway Wg, can you please give Odin her hold HP back?. I've been seeing it in the last couple of days being played by Flamu and the constant issue is that the HP is too low for the tier. I mean, it's supposed to be a brawler, okay, fair enough, but you don't have the HP to brawl; even if someone plays it perfectly he's just going to get melted because it doesn't have the HP to sustain dmg. I mean, why would anyone play this over the Tirpitz. I think you can understand that it faces ships with around 10k more HP than it already at Tier 8, not to think about when it faces Tier 9 and 10 ships (as it can happen), against ships that have from 20k to 50k more HP.
  5. wot_2016_gunner

    Naval Legends: Battleship Bismarck

    You're getting a bit too... National biased i guess; you can complain about the balance or the historical accuracy, but this isn't a simulator in the first place and your arguments aren't really going in a good direction imo. Anyway, the fate of Hood was already dicided the moment she left Scapa Flow, and nobody could have done anything to prevent it (outside of not sending Hood in the first place or going back in time and refitting her), and that was due to, not really a design flaw, but more of the result of not upgrading her, that being that her deck armour was designed to be able to withstand WW1 German AP fuses, which were much shorter then the WW2 ones, and in fact, if Bismarck had used WW1 fuses, Hood's deck armour could have been fine, however, the fuses Bismarck used were much longer, with the result that the shells went straight through Hood's deck, into her magazine and detonating it. No-one could have done anything about it. What ultimately give Bismarck the killing blow were the Swordfishes that torpedoed her and broke her rudder (also reducing her speed), reducing her into a sitting duck, and against so many ships, it was just a matter of time before she sunked. Even the best battleship, if it's alone against literally everyone else, it's going to get sunked. I kind of agree, however, saying what is a battlecruiser and what isn't is a bit sketchy, i mean, take the Scharnhorsts for example, are they battlecruisers or fast battleships? Some people consider them battleships and others (me included) consider them battlecruiers; but still, it's very difficult to decide what is a battlecruiser P.S. Always remember to mount your Juliet Charlies to prevent detonations
  6. wot_2016_gunner

    What Were Your Greatest Gaming Achievements Today ?

    A nice +100k dmg game in my stock King George V (with Cap) Replay (20200523_131956_PBSB107-King-George-V_50_Gold_harbor.wowsreplay) Oh, and after the battle, i got one of the Hunt for Bismarck containers;
  7. wot_2016_gunner

    points gained from your first soviet containers

    I got 15 and 5 from the last 2 daily shipments containers So far i'm at 165 tokens
  8. wot_2016_gunner

    What Were Your Greatest Gaming Achievements Today ?

    Today i actually an achievement, as there's an in-game achievement for this, that being that with the two daily shipments containers, i opened my 1.000th container . not the greatest containers, bu still a milestone
  9. wot_2016_gunner

    Anyone can translate?

    @MementoMori_6030 It says that you became the Clan's "Fleet Commender" or something similar.
  10. wot_2016_gunner

    What Were Your Greatest Gaming Achievements Today ?

    Guys... my first battle ever in the Izumo. I shattered my old dmg record, with this game is now at 181.895. Not my highest game in terms of kills or BaseXP, but this was my best game ever; after all, first battle in the ship and stock Izumo... Replay (20200522_133747_PJSB021-Izumo-1938_53_Shoreside.wowsreplay) I already love Izumo Oh, and as a bonus, with the discounts, i bought back the Konig; which i sold like... a year ago? due to port slots issues.
  11. wot_2016_gunner

    Free premium consumables: a poor business decision

    As @Yedwy just said, that's maybe why more than half of the playerbase didn't used premium consumables. I didn't used them myself; at the beginning it was for credit issues, but after some time i didn't used them because i was perfectly confortable with the standard ones. My only fear was that WG would have changed the economy, basically making the change useless compared to the situation before it, but, thank god they didn't (actually the made it better for CVs), and so that's a welcomed change. Imo we should have had only one "type" of consumable since the beginnig of the game (in fact, in Beta, there were no premium consumable iirc)
  12. Yeah, i saw it form Flamu's stream highlight. Let's just hope that they don't screw this up like PR
  13. wot_2016_gunner

    Weekly Combat Missions: the Hunt for Bismarck

    Exactly, i consider it mostly intended for those who are not in a Clan or that have a not fully upgraded clan.
  14. wot_2016_gunner

    Weekly Combat Missions: the Hunt for Bismarck

    The clan discount doesn't add to other discount, only the larger discount applies
  15. wot_2016_gunner

    PT, Balance changes

    @Crysantos @MrConway Small thing, i'll ask it here since it's a kind of balance question. In the last part of the discord Q&A there was this qestion and this answer Shonai: The main reason for the concealment values of RU CA is their best fighting ranges: these ships have to fight at close and medium distance, and to get there they need rather low concealment. So, stealth radar is not the goal or desired feature, its just outcome of one of the possible builds, and the gap you have is not that great: e.g. on Riga it is 400 meters. Now, by this logic (the fact that since the ships are supposed to be better at close and medium ranges they have low concealmet), then why does Thunderer, which it's more of a long range sniper, with a full stealth build has 12,3km concealment (and has 24km range), but GK, which is supposed to be the brawler, with the same build, is just short of 14,3km concealmet? (with 20,6km range).
  16. wot_2016_gunner

    PT, Balance changes

    @CptBarney I suspect it's going to take Henri 60s to reach full speed with the buff; now it takes 80 seconds for it to reach full power forward (60 backwards), while BBs only take 60 (30 backwards), so i suspect they are going to do that. (these are values with no upgrades)
  17. wot_2016_gunner

    PT, Balance changes

    PT, BALANCE CHANGES Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website. We've changed the characteristics of several ships, having analyzed their combat performance and taken player feedback into account. Such changes were required to carefully adjust the balance of selected warships. We'll continue to introduce changes in the updates that will follow, if deemed necessary. III VALKYRIE Main battery reload time increased from 5.5 to 5.8 s. II WEYMOUTH Main battery reload time increased from 8.9 to 9.2 s. V HAWKINS Main battery reload time reduced from 13.0 to 12.6 s. V NEW YORK Main battery reload time reduced from 31.0 to 30.5 s. VIII OGNEVOI "Defensive AA Fire" consumable moved to 5th slot; Torpedo speed increased from 56 to 57 knots; Number of "Engine Boost" and "Smoke Generator" consumables reduced from 3 to 2. IX UDALOI Stock torpedo module "53-49" was changed to module "53-49М". Torpedo parameters were changed the following way: Torpedo range increased from 6 to 8 km; Torpedo speed reduced from 69 to 66 knots; Researchable torpedo module "53-49M" was changed to module "53-49 mod.4". Torpedo parameters were changed the following way: Torpedo range increased from 8 to 10 km; Torpedo speed reduced from 66 to 60 knots; Maximum torpedo damage increased from 14 600 to 15 100; Torpedo tubes reload time increased from 129 to 134 s; "Defensive AA Fire" consumable moved to 5th slot; Number of "Engine Boost" and "Smoke Generator" consumables reduced from 3 to 2. X GROZOVOI "Defensive AA Fire" and "Engine Boost" consumables were swapped. Maximum researchable torpedo damage increased from 14 600 to 15 100. VIII PYOTR BAGRATION "Hydroacoustic Search" consumable's parameters were changed: The range of assured acquisition of ships increased from 4 to 5 km; The range of assured acquisition of ships increased from 3 to 3.5 km. X HAKURYŪ Maximum AP bomb damage of stock and researchable bombers reduced from 8500 to 8200. V T-22 "Hydroacoustic Search" consumable's action time increased from 60 to 70 s. X HENRI IV Time for the ship's engine to reach maximum power was slightly reduced. It will make the ship's acceleration to maximum speed a bit faster. X KREMLIN Continuous AA damage reduced from 413 to 395; Number of shell explosions in a salvo reduced from 9 to 8. Aircraft: Spotting range of all planes reduced from 16 to 15 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy). Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.
  18. wot_2016_gunner

    What Were Your Greatest Gaming Achievements Today ?

    YEEEESSSSSSS. Rank 15 Achieved, now i'm just going away from ranked as with rank 15 i'll get the commemorative flag when the season ends; i was way harder then expected tho. It felt like having to deal with UDMH.
  19. wot_2016_gunner

    Falkenhayn — a community created Battlecruiser

    I've been follwoing it's development from quite some time now; just waiting for it to come out of testing. Also, yesterday i came up with this Battlecruisr design; think about it as if Tier 8 Odin and Tier 10 Hindenburg had a child (without the handicaps of Odin). Yesterday night i put together some numbers and today i used Springsharp to finalize the design; this is what came of it: Weimar, German Battlecruiser laid down 1943 Displacement: 35.539 t light; 37.591 t standard; 40.380 t normal; 42.611 t full load Dimensions: Length (overall / waterline) x beam x draught (normal/deep) (793,07 ft / 754,59 ft) x 98,43 ft x (32,81 / 34,27 ft) (241,73 m / 230,00 m) x 30,00 m x (10,00 / 10,45 m) Armament: 12 - 12,01" / 305 mm 56,0 cal guns - 937,43lbs / 425,21kg shells, 150 per gun Breech loading guns in turret on barbette mounts, 1943 Model 2 x 3-gun mounts on centreline, forward deck forward 2 x 3-gun mounts on centreline, aft deck aft 16 - 5,04" / 128 mm 61,0 cal guns - 57,32lbs / 26,00kg shells, 400 per gun Dual purpose guns in turret on barbette mounts, 1943 Model 4 x Twin mounts on sides, aft evenly spread 4 x Twin mounts on sides, forward evenly spread 64 - 0,79" / 20,0 mm 65,0 cal guns - 0,26lbs / 0,12kg shells, 2.000 per gun Anti-air guns in deck mounts, 1943 Model 16 x Quad mounts on sides, evenly spread 48 - 1,18" / 30,0 mm 45,0 cal guns - 0,84lbs / 0,38kg shells, 1.500 per gun Anti-air guns in deck mounts, 1943 Model 12 x Quad mounts on sides, evenly spread 16 - 2,17" / 55,0 mm 77,0 cal guns - 5,75lbs / 2,61kg shells, 1.000 per gun Breech loading guns in deck and hoist mounts, 1943 Model 8 x Twin mounts on sides, evenly spread Weight of broadside 12.315 lbs / 5.586 kg Main Torpedoes 16 - 21,0" / 533 mm, 23,50 ft / 7,16 m torpedoes - 1,600 t each, 25,597 t total In 4 sets of deck mounted side rotating tubes Armour: - Belts: Width (max) Length (avg) Height (avg) Main: 9,84" / 250 mm 498,03 ft / 151,80 m 11,91 ft / 3,63 m Ends: 1,57" / 40 mm 256,53 ft / 78,19 m 11,91 ft / 3,63 m Upper: 1,38" / 35 mm 498,03 ft / 151,80 m 8,01 ft / 2,44 m Main Belt covers 102% of normal length - Torpedo Bulkhead - Additional damage containing bulkheads: 1,77" / 45 mm 498,03 ft / 151,80 m 30,64 ft / 9,34 m Beam between torpedo bulkheads 85,30 ft / 26,00 m - Gun armour: Face (max) Other gunhouse (avg) Barbette/hoist (max) Main: 13,0" / 330 mm 3,94" / 100 mm 13,8" / 350 mm 2nd: 5,00" / 127 mm 1,18" / 30 mm 5,00" / 127 mm 5th: 0,04" / 1 mm - - - Armoured deck - multiple decks: For and Aft decks: 1,97" / 50 mm - Conning towers: Forward 12,01" / 305 mm, Aft 0,00" / 0 mm Machinery: Oil fired boilers, steam turbines, Geared drive, 4 shafts, 150.153 shp / 112.014 Kw = 30,00 kts Range 9.000nm at 16,00 kts Bunker at max displacement = 5.020 tons Complement: 1.423 - 1.851 Cost: £21,351 million / $85,405 million Distribution of weights at normal displacement: Armament: 3.541 tons, 8,8% - Guns: 3.490 tons, 8,6% - Weapons: 51 tons, 0,1% Armour: 8.489 tons, 21,0% - Belts: 2.879 tons, 7,1% - Torpedo bulkhead: 1.000 tons, 2,5% - Armament: 2.703 tons, 6,7% - Armour Deck: 1.602 tons, 4,0% - Conning Tower: 304 tons, 0,8% Machinery: 3.878 tons, 9,6% Hull, fittings & equipment: 19.630 tons, 48,6% Fuel, ammunition & stores: 4.841 tons, 12,0% Miscellaneous weights: 0 tons, 0,0% Overall survivability and seakeeping ability: Survivability (Non-critical penetrating hits needed to sink ship): 59.281 lbs / 26.889 Kg = 68,5 x 12,0 " / 305 mm shells or 7,4 torpedoes Stability (Unstable if below 1.00): 1,18 Metacentric height 6,6 ft / 2,0 m Roll period: 16,1 seconds Steadiness - As gun platform (Average = 50 %): 51 % - Recoil effect (Restricted arc if above 1.00): 0,42 Seaboat quality (Average = 1.00): 1,03 Hull form characteristics: Hull has a flush deck, a straight bulbous bow and a round stern Block coefficient (normal/deep): 0,580 / 0,586 Length to Beam Ratio: 7,67 : 1 'Natural speed' for length: 27,47 kts Power going to wave formation at top speed: 53 % Trim (Max stability = 0, Max steadiness = 100): 50 Bow angle (Positive = bow angles forward): 40,00 degrees Stern overhang: 13,12 ft / 4,00 m Freeboard (% = length of deck as a percentage of waterline length): Fore end, Aft end - Forecastle: 18,00%, 30,22 ft / 9,21 m, 24,74 ft / 7,54 m - Forward deck: 33,00%, 24,74 ft / 7,54 m, 19,23 ft / 5,86 m - Aft deck: 33,00%, 19,23 ft / 5,86 m, 19,23 ft / 5,86 m - Quarter deck: 16,00%, 19,23 ft / 5,86 m, 19,23 ft / 5,86 m - Average freeboard: 21,52 ft / 6,56 m Ship tends to be wet forward Ship space, strength and comments: Space - Hull below water (magazines/engines, low = better): 75,8% - Above water (accommodation/working, high = better): 145,4% Waterplane Area: 53.313 Square feet or 4.953 Square metres Displacement factor (Displacement / loading): 133% Structure weight / hull surface area: 280 lbs/sq ft or 1.367 Kg/sq metre Hull strength (Relative): - Cross-sectional: 1,59 - Longitudinal: 2,03 - Overall: 1,63 Excellent machinery, storage, compartmentation space Excellent accommodation and workspace room
  20. wot_2016_gunner

    Falkenhayn — a community created Battlecruiser

    I'm waiting for that game to come out too.
  21. wot_2016_gunner

    Falkenhayn — a community created Battlecruiser

    I feel you; i sometimes have some designs coming up my head every now and then, but, i'm legit terrible at drwaing; i mean, i don't draw stickmans, but still terrible. I'm not Kelly Johnson, who designed this, and did the calculation with a 12 inch slide rule. Drachinifel made a video about a program that could help you with that; you might want to give it a try.
  22. wot_2016_gunner

    Falkenhayn — a community created Battlecruiser

    @1MajorKoenig @Parasitkaffee I really like the idea. Tho, just like Graf Spee, i don't consider this neither a BB nor a battlecruiser; i formally call Graf Spee (and this one) a Pocket Battleship, however, i consider it an AC:"Amaizing Contraption". I think the belt should be max 120mm; Graf Spee had only 80mm and Admiral Scheer had only 60mm, so i wouldn't go beyond 120.
  23. wot_2016_gunner

    points gained from your first soviet containers

    just got 8 containers from completing the First directive: 25, 5, 10, 5, 5, 5, 5, 25
  24. wot_2016_gunner

    The New Ship Specific Details

    Everything is true except the "Main Battery"
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