Jump to content


  • Content Сount

  • Joined

  • Last visited

  • Battles

  • Clan


About Venatos

  • Rank
    Able Seaman
  • Insignia

Recent Profile Visitors

175 profile views
  1. Venatos

    Royal Navy Event & Collection

    i thought there where supposed to be containers or something to get guineas for the cossack? i dont find any.... as far as i remember the idea was that we play for guineas and then buy the rest we need for the cossack in the shop. edit: nvm, i somehow missed them like 3 times looking through the shop....
  2. Venatos

    CV Rework Beta Test - Feedback thread

    okidoki, a few hours in and i usually do around 100k damage in my CV. i do like it a lot tbh. as CV: the dodging of flakclouds is realy engaging and the carnage when you slip up is glorious! ;) lining up a torpdrop is awesome, very starwars esque! i am nowhere near as omnipresent as in the Live-CV-system, but i do feel usefull dropping some fightercover over my buddys on my way to the enemy. as surfaceship: manouvering against a directly controlled plane-squad feels a lot different, it is totaly personal, cursing at him and trying to outmanouver his approach. im not sure about the AA-sectors though, an enemy squadron usualy flys over you on the first attack and then attacks from the other side, the sector switching is no where near fast enough to keep up with that, so i ended up leaving all sides at 100%. to be usefull i think it would need 5 seconds or less, maybe 3? idk. suggestions: i realy like the flakclouds, but i was circling a montana with worcester support in my t8 stock planes and got all my drops off(i think, might have lost 1-2 planes).... it just feels odd... i would suggest keeping the flakclouds etc. as is, but have some guaranteed damage in the longrange aura too. not much mind you, just like a little guaranteed hit here and there. to make it a little more consistent. while every planetype having a different attackapproach threw me for a loop in the beginning, i realy appreciate the diversity now, so i would vote to keep it that way. technical: other than the allready mentioned smaller bugs/glitches/lag in this thread i did not run into any issues. summary: all in all a very successfull test in my oppinion. CVs are nowhere near as godlike as in live. there is now a direct confrontation between the player controlling the planes and the player in the ship.(as mentioned above, faster sector switching and a little guaranteed damage would give the player in the ship more of a feeling to "fight back" instead of just beeing on the defence aka "evading" and "dodging") seeing as most ships where helmed by bots and you need a pretty good game to do 100k damage in a t8 carrier, i think carriers might be a little underpowered atm, but i might just not play optimaly yet, so dont take that as fakt. as far as i cant tell the new CV system does everything it set out to do and is fun. cant wait for it to go live. kudos. ;)
  3. Venatos

    CV Rework Beta Test - Feedback thread

    took a few matches, but i think i got the hang of it. as long as you vary speed and heading and steer around the black clouds of death, you loose hardly any planes even against t10 AA cruisers and BBs. i realy like it now that i got two 80k damage matches in a CV, sadly i too ran out of my "allowance" and apparently have no way to "earn" more CV matches. ill see if they fixed that tomorow. im gonna need a little more playtime, but it seems pretty balanced as far as i can see. its pretty hard work to dodge all that AA fire and i can see a good CV player get over 100k matches pretty regularly(as opposed to the 200k+ they do in the current system) just like good players in ships. my first thought was that CVs seemed weak now, but then i saw that the upgrades to the planes give good speed boosts and an extra attack squad, with that in mind i would say we are pretty close to balanced, maybe a little on the weak side, but a lot more data from PvP engagements is needed. btw: i love that the HE-pen is finaly in the UI!!!!!!!! this has been realy missing for a long time! now i only need to get the maximum shelldiameter my armor can bounce displayed in the armorviewer and im happy! ;) (or what armorthickness my shell can overmatch, one or both, im just sick of doing maths, math is hard)
  4. Venatos

    [][EN] Gun calibers in inches

    im looking for a mod that displays the HE-pen and AP-overmatch values on the shells. im realy freakin tired of doing math all the time. does it allready exist? is this doable? is it legal? could you add that to your mod?
  5. Venatos

    More Info in the Armorviewer?

    Could we get "Overpenetrated by" values in the Armorviewer? im getting pretty tired of doing the math all the time and there is plenty of room in the little overlay that shows the armorvalue when you mouseover a section. since im already here some other UI-requests: 1.the HE pen value would be nice to squezze somewhere into the "HEshell characteristics" since its different for different nations etc. now. 2.you do a cool thing in some videos where you show the penetration value of a shell for 3 different distances. i think people would get a kick out of a little table in the "APshell characteristics" with that info. most people have no idea that small caliber AP can go through pretty thick armor at close range.... get rid of the shell velocity if you need the room, i cant change it, or use it and its not helping me play. after the first or second salvo i fire in a ship i figured out the lead i need to give. knowing that the shell leaves the barrel at 925kph isnt helping the first 2 salvos either. also shells have different drag, so beyond 5km this becomes even more useless and on top of that i have a "time to target" right next to my crosshair that tells me all i need to know in that regard. i know there are a lot of important values and the basic UI has to be kept simple. how about making a detailed PortUI and accessing the "extended"-PortUI with the "advanced Info" key that shows all the details in battle? i think i speak for all longterm players when i say, that it would be realy appreciated to have a convenient way to access the juicy bits without scouering third party websites and videos...
  6. Venatos

    BugReport: New Smokemechanic

    Found a bug with the new smokemechanic: when you approach an enemy that is inside his smoke you can shoot, without getting detected by him. but put down your own smoke within your ~6km smokefiredetection radius and shoot, you get detected by him.(while he is inside his own smoke and shouldnt be able to spot for himself) hope this helps. off to more testing. ;)
  7. Venatos

    RN better Radar instead of Smoke

    RN cruisers have the smallest detection ranges, so to get detected by another cruiser you have to either fire your guns or sail into range, if you dont want to be seen, there is nothing stopping you from going invisible....literaly. lol RN Cruisers are like Klingon warships, go invisible, get on their flank, uncloak and shoot their weakspots. ;p and anything that could spot you without getting spotted itself you can flush out with radar. whatelse could you possibly want? yeah its no "active cloak" like smoke, but since thats just broken, i think this is the next best thing to keep the fightingstyle and make it mobile, active and aggressive.
  8. Venatos

    RN better Radar instead of Smoke

    not sure what your talking about tbh. 1. i get spotted by enemy DD 2. i activate Radar and kill the DD in 2-3 salvos 3. go back into stealth what are you going on about? the RN Cruisers are all Atlantaesque DDnightmares from what i´ve seen/heard.
  9. Venatos

    RN better Radar instead of Smoke

    do i detect a hint of sarcasm? well maybe if there is a line that exels at radar, we could tone down radar in general? im pretty sure the recent radar-uberbuff will go away again.
  10. Venatos

    RN better Radar instead of Smoke

    thats kinda the point, if you can see whats spotting you, you and your team can delete it.
  11. Venatos

    RN better Radar instead of Smoke

    since Radar was like their thing in WW2 i would suggest just giving the RN Cruisers better and or earlier Radar, like with the Germans Hydro. leave rest as is and your good. no? no need to redo all the shells and the shipspeeds etc.
  12. Venatos

    Armor Penetration Curves

    just unlocked the Shchors and holy hell that thing has a massive easy to hit lightly armored citadel, but she is pretty slim, so i came here to ask about overpens.... and here it is already waiting for me! so from those graphs i would guestimate my slim 75mm citadels getting overpenned below 5km from 200mmcruiserguns and below 10km by battleships? sounds pretty generous..... on a sidenote: what triggers the AP-fuse when a battleship pens a DD from the front? there shouldnt be any armorplates thick enough, in fact all get overmatched, so there isnt even angeling taken into account.....? one of those questions that keep me up at night...
  13. Venatos

    Armor Penetration Curves

    thank you for the explanation, i can see that if you average in deckarmorpens the line would flaten out like that.... would be interresting to see if one could refine the formula to show where the "invulnerability zone" for the shells is. anyway, they are very usefull aproximations as is, so thank you for the effort. ;) also the fusetrigger explanation, now i know why i overpen those squishy cruisers up close but get pens at range. edit: i read a few of the links in the OP, why are people fiddling with realistic projectile arcs? the shells in game reach their "travel height" after about 1km, then stay at that height for 15km, then slow down and "plunge" onto the enemy. they vary travelheight and impact angle based on speed and distance, but they are nowhere near a realistic shellarc.....
  14. Venatos

    Armor Penetration Curves

    very interresting graphs, but tbh the red line seems off. if i take the cleveland graph as example, the red line has about 20% difference at max range which would be around a 35°angle. im pretty sure that at max range pretty much every shell that hits the sidearmor autobounces(>60°). oh and question: does the minimum armorthickness required to trigger the shellfuse also change with range? or is that fixed with the caliber?
  15. Venatos

    Broken damage model?!

    edit: was allready said, cant delete, nothing to see, move along....