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Everything posted by asalonen
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It would be cool, but then not really serving the sentence? The awkwardness of not being able to communicate properly is a good incentive to behave. I'm just serving another (likely deserved) two-weeker, and hoping that they don't get any longer... The games with good teams need the chat a lot more than the ones where you unleash your toxic tirade.
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I'm pretty sure this is going to happen. WG's new design policy seems to be consistent, intuitive ship lines. Exceptions like current Khaba and Harugumo don't really fit into that.
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With the research points you can get exclusive ships like Ohio and Colbert, and you can get the unique upgrades for the tier 10's. Along with the steel ships like Stalingrad, these are the most elusive content in the game. I see the Research Bureau as a welcome end game of sorts for the old-timers. Many players have reached tier 10 in a dozen or more lines. It's nice to be able to keep grinding in your favorite lines. And it's nice to have a real reason to return to lower tiers.
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Independence day Bundles in Armoury - I have Whaled so you don't have to and the Ship Odds are Terrible.
asalonen replied to IanH755's topic in General Discussion
If you like maths, then I can tell you that the ships alone cost about 420 euros in the premium shop. Not sure exactly how many signals and camos you get, but if you buy all that directly I presume the total will be about the same. -
They seem like a high skill floor BB line, and as such something the game can really use. It will take a lot of good decision making to keep those scary guns in a good position, being so slow, and also survive, being so poorly armored. Also, that kind of reload will make you think twice before wasting any salvos. So high risk and high reward -- if not the highest. I assume Vermont will be the new broadside alpha champion by a very clear margin.
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None. This is a general AP bomb nerf, not specifically targeted at Enterprise and Graf Zeppelin. Graf even gets compensated with faster aiming.
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You likely have bad headphones. The Shikishima guns have a very loud, low BOOOM noise as a gimmick, like nothing else in game. I think it's kinda funny, but WG shouldn't overdo these gimmicks.
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For WG, this would sound awfully much like a zero-sum game, no? Please some players at the expense of other players, with a complex scheme that may not even have an overall benefit? So why exactly would they do this? It seems much more likely that frustrated players have come up with a tinfoil hat theory, and then find the evidence with a fair bit of observation bias. That being said, some businesses DO have very complex customer churn management strategies. I know that for example some mobile operators follow customer behaviour closely, and they can classify customers based on how likely they think the customer is to leave in the near future. Then they give the at-risk customers some free goodies to make them happy puppies again. Of course, once the competitors all do the same, it again becomes a zero-sum game... WG technically COULD employ strategies like this, but going as far as rigging the matchmaker for this kind of purposes seem like opening a can of worms. It's much easier and safer to just give some free containers or a free premium ship if the player stops playing. And above all, keep improving the game.
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You don't? We have a very similar number of battles, and I seem to have exactly 42 captains with 19 points. Keeping track of them is a bit complex. Together with the premium ships, I have 88 ships with a designated 19-point skipper. I have a simple spreadsheet so that I remember who belongs where, and what skills have been assigned and why. So it definitely would help me if I could throw in the previously assigned captain with a single click.
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why is winrate system a real shame for WG?
asalonen replied to citaDELer's topic in General Discussion
Before you go, can you advice a comrade with regards to how to switch proships.ru to English? -
Are all dispersion formulas for secondaries still valid (last data from WoWs v0.8.4)?
asalonen replied to Leo_Apollo11's topic in General Discussion
Made a fancy graph of these: -
The counters to DDs are getting disgustingly ridiculous
asalonen replied to mantiscore's topic in General Discussion
Russki cruisers are already here, and life is a bit tough. But their numbers will go down. German CV's though? With AP everything and super-slow torps, they seem designed against anything but DD's. Long term if CV players switch to German CV's it will make life easier for DD players. -
Are all dispersion formulas for secondaries still valid (last data from WoWs v0.8.4)?
asalonen replied to Leo_Apollo11's topic in General Discussion
Ägir has the "standard" secondary dispersion used by 90 % of the ships in game. Can't hit anything without manual secondaries. -
Are all dispersion formulas for secondaries still valid (last data from WoWs v0.8.4)?
asalonen replied to Leo_Apollo11's topic in General Discussion
Of the new cruisers in 0.9.5, Petropavlosk uses this formula. Tallinn, Riga and Nevsky have standard dispersion. Ohio also follows this formula. Also notably, the new Kriegsmarine carriers Rhein, Weser, Parseval, Loewenhardt and Richthofen all have the standard dispersion. So it's a no for meme builds. Other than this, I think the data is still correct. I quickly checked through the client files since I've been playing around with them. It's possible that I missed something. -
is shikishma 51cm nippon boomsticks...too loud?
asalonen replied to howardxu_23's topic in General Discussion
Artillery can be heard even hundreds of kilometers, although it might be more of the sound of landing shells. WW1 battles in France could be easily heard across the English channel. We're discussing a computer game, however... The first time I saw a Shikishima in this patch, and I heard the thunder from its guns, it gave me giggles! As long as WG doesn't overdo it, this kind of tasteful gimmicks are great! -
I just checked my stats in the French DD's, and my win rate in them is perfectly inline with my win rate in DD's in general, so about 65 %. They carry as well as anything I have tried. The French DD's only suffer against very skilled CV players, but fortunately those are rare. The main assett is the blazing speed, so you cannot reasonably rely on another ship's smoke. Nobody else can keep up with your movement. This being said, I've enjoyed the Swedish boats a LOT. They have such amazing AA that they're much more forgiving to play.
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Game lacks anti-snowball mechanics.
asalonen replied to anonym_PYC0RAuRIwe4's topic in General Discussion
Most snowballing victories are caused by the winning team receiving a more skilled player lineup. Those using a matchmaking monitor know how quickly teams with 6 to 8 dreaded "red" players usually fold. Even a unicum division is extremely unlikely to carry such a team, unless of course the opponent has been equally cursed. My hunch is that Warships also has an unusually wide spectrum of player skill. Many of us have been gaming for 30 years, and really enjoy the ponderous pace of this game. And dwelling into the complex tactical elements and interactions to really master them. But the game is also attractive to players with very little gaming experience, and who choose Warships because it is nice and slooow. It's an online shooter they feel they can also play. Better yet, it has great big ships and big guns that go boom, fire and smoke! This is all cool, but from the point of view of our great or unicum players, our "red" players may really be unusually bad. The game has all the tools to quickly erase worse-than-us players: BB salvos, DD torpedo spreads or good old focused fire. And I'm sure that nobody wants any of these tools to go away... They are the epic moments we play for, and that we laugh about on Discord. A skill-based matchmaking would reduce the number of snowballing games. Then it depends on who you ask whether it would also suck the fun out of the game. Personally I would love to see it tried in the higher tiers of randoms. It could be pretty mild like three skill brackets, so that the first and last bracket don't meet, battle tiers 9 and 10. For the good players, the guarantee of quality would make the high-tier games feel more special. In fact, it could make many of them choose to stay in the game. For the less-good players, they get a more even playing ground. Everybody happy, WG makes tons more money? Prove me wrong. -
The possibility to save a star is the only thing that allows average players to progress to higher ranks.
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It has always been like this for me. My GPU fans always spin at maximum RPM in port, but slow down in battle. I'm not aware of a way to fix it. I think it's kind of stupid to waste 100 watts for port background animation, so I just make sure I minimize the game window when I don't actually play.
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Rework for CB/Clan Brawls to make them interesting
asalonen replied to Rautainen_Biisoni's topic in General Discussion
Some kind of rules changes during the season would keep it fresh and interesting. Changing circumstances, forced adaption for all. If the season is this long, what if the battle tier changed during the season? Say two weeks of tier 8, then two weeks of tier 9, and finally four weeks of tier 10? Otherwise the same rules, same maps, same everything. Tier 8 has all the necessary gameplay elements. Possibly same ship lines would work when the tier changes, but possibly something would need to change. WG has been moving towards consistent, logical ship lines, and it helps here. This season would've been more complicated since two weeks would've gone without CV's. But in any case, the season wouldn't have developed into a stale Hakuryu-Stalingrad-Venezia meta until maybe the very end. In fact, the later the clans figure out a clear, winning meta the better? It could be a bit too gentle from the business point of view, if players could enter the season with mostly tier 8's in port. But in the end, I'm sure player enjoyment trumps all. -
Rework for CB/Clan Brawls to make them interesting
asalonen replied to Rautainen_Biisoni's topic in General Discussion
Not so sure about breaking the balance... They just change the balance so that now different from before. But oh BOY do they make the games repetitive and stale. The near-constant spotting removes the element of surprise from the battles. Sometimes the reds throw in a Halland and you might lose track of it, but that's really it. There's no suspense. There are no risks taken. And indeed for the Hakuryu player the current meta is just as bad. Providing that near-constant spotting isn't really that exciting. Punishing the misplay by a Stalingrad isn't that rewarding when you do it for the 50th time. This doesn't work because the progression requires clans to face each other across the league boundaries. For example a clan high in Storm often faces clans from Typhoon. The best idea I can think of is limiting each ship to one. There's absolutely no way the resulting line-ups could be as monotonous as what we have now. Ship cool-downs would likely be both problematic and frustrating. The clans would still develop an idea of what's the ideal line-up. So you would go to some battles with the ideal line-up and accept that same battles are compromised. And in those battles that you choose to compromise you might face a clan fielding the ideal line-up? -
How do you Translate win rate into a good PR rate
asalonen replied to Soft_Kitty_Warm_Kitty's topic in General Discussion
Absolutely. Lower PR can be a better player and thus winning more games. Or like in the Fletcher example, near-identical PR's can have a huge difference in win rates. One Fletcher contests caps and on average deals out 30k damage mostly to enemy DD's. While he's doing it he's spotting enemies for the rest of the team. That's valuable work that can only be carried out by DD's. This gets him a nice win rate of 50 %. The other Fletcher sits way back and launch torps from max distance. He stays out of trouble and eventually gets the same 30k by hitting on average two torps per battle. And that's really all he achieves: 30k damage in a tier 9 ship. The reds are likely to have a better DD player in his place, so they are much more likely to win the battle. This is why his win rate is only 43 %. PR, however, is mostly about damage. The two Fletchers are equally rewarded for their 30k, even if one is much more useful for the team than the other. In general, I think PR is a terrible metric and I would just ignore it. You can improve your PR by farming easy damage, but it is likely to make you a worse player. -
I played through tiers 5 to 7 pretty quick, but mostly I thought they felt solid. The only problem with these is the mediocre AA, which makes them CV food. Öland, Östergötland and Halland however are different -- the AA is so strong that you're safe even from the CV gods. They can go at you but mostly choose not to since it's too costly. So you're self-sufficient. The biggest mistake in these ships would be relying on the long range of the torps. Instead, get the best possible concealment and stay as close to enemy as you dare, and always be aware of where enemy has radar. You can launch a set of torps every 35 seconds or so. If you do it from 6 km instead of 12 km you get MANY hits. You won't get the kind of devastating hits as with other DD's, but they rack up damage just like BB salvos.
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This is life in randoms. Halland is popular in the ongoing clan battles, and they are routinely killed by CV spotting and focused fire. It needs coordinated team effort. When I play T8 and T10 carriers and face high-tier European destroyers, I mostly avoid them. I sacrifice planes to spot them if somebody is guaranteed to be ready to shoot. I attack them myself if they are very vulnerable and/or I'm running out of options. Friesland was already like that, so it's nothing new. The strong AA is what keeps them somewhat safe. This also means that the responsibility of dealing with them lies more with destroyers and radar cruisers, rather than the CV. The CV should just try to keep them lit on the minimap.
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Ark Royal is strong, equal to Ryujo in terms of winning games in my experience. However, it really isn't all that fun. The planes are super slow and T6 CV's need to play some very big maps when bottom tier.
