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Everything posted by Fat_Maniac
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How many of you use Mods or Programs In WOWS to your advantage?
Fat_Maniac replied to Redcap375's topic in General Discussion
The only mod I use comes from the Official modpak. I use the Player Panels mod. It gives me std top speed, max gun and torp rang of every ship in the battle, along with a HP bar for them all. The only reason I use it is to help me remember the key stats of the enemy team. Its really useful to have an instant reminder of whether that BB spotted camping at the back can actually shoot at me, or if I need to worry about torps coming my way from an enemy torp boat. That's all information I should really have in my head, but I don't play enough to remember it all. -
anyone else NOT playing anymore thanks to carriers?
Fat_Maniac replied to ulcusrodens's topic in General Discussion
And there in lies my current dilemma. I have lines I want to grind, but some are just to painful with poor AA, to have fun in, with all the CV's around if you go out alone. The best way to cope at the moment seems to be to div up, and take a well balanced group of ships. At least then you can have fun and progress the grinds. The really frustrating thing is CV player inequality. If the enemy CV captain(s) know what they are doing, while yours don't, the influence CV's can have on a battle is really shown, and that's really the only time I get annoyed by CV's. -
Discussion thread for "some interesting info around the world"
Fat_Maniac replied to Deamon93's topic in General Discussion
https://it.wikipedia.org/wiki/Classe_Gerard_Callenburgh -
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We still have a few places for anyone regardless of ability who has a genuine interest in history, and is prepared to be an active part of our friendly and fun loving community.
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A piece of advice I was given by a clan mate when I was just starting the game, regarding BB tactics really helped me. The BB doesn't decide the tactics, the rest of the team does. The role of the BB in simple terms is to provide fire support to the team as they move forward. Basically what it boils down too is not going off alone, but following the team. It doesn't matter if you think or know that they are going the wrong way, move along with them and provide support. The other thing you need to learn as a BB driver, is to hold your salvo until you get a chance to fire a heavy hitting shot. This means trying to anticipate what the enemy are going to do, for example a juicey cruiser is in your sights but he is angled against you but he is heading for a land mass. You know he is going to have to turn soon. Wait until he does (or is about too) present more of his citadel and then fire your guns. And finally try to work out which way the enemy is going, use the mini map as your guide. If your team can get into positions where you can cross fire the enemy, they wont be able to angle and defend themselves, and you will take them down. I started off planning to be a BB main but as I realized I needed to understand more of what my enemy was going to do, I took up cruisers and DD's to learn their ways. Now I prefer those classes !. Hope this helps, and good luck.
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The Perfect CV rerework ? (Suggestion and idea for argumentation)
Fat_Maniac replied to Darkbogden's topic in General Discussion
This isn't needed. Historically just about every ship could make smoke if it wanted too. Just give every ship without smoke a single use very short duration smoke, as a get out of jail free card, to disengage at least once without getting deleted. Of course the average potato will still use it at the most inappropriate time.- 39 replies
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A replay UI would be very very useful @MrConway I know the replay system was updated/overhauled a few patches ago, but a bit more work on the UI would be greatly appreciated.
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Have WG actually confirmed in writing somewhere that the container contents algorithm does check your inventory? I've always suspected it does. I'm low on doubloons, my next SC gives me doubloons. I need some more camo's, my next SC drops 50 camo's.
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I want to express my thoughts and experience about CV rework ( Rant included! )
Fat_Maniac replied to Ebu34's topic in General Discussion
Why do we need a new thread to hear your thought?. There is a perfectly good CV Rework thread pinned to the top of this forum section. -
Clanbattle format isn`t right
Fat_Maniac replied to Battleship_Division_7's topic in General Discussion
I can imagine the typical response would be blind panic. That much HE spam raining down on you :-) -
Clanbattle format isn`t right
Fat_Maniac replied to Battleship_Division_7's topic in General Discussion
Now ^THIS^ is a replay I want to see :-) -
WG please stop messing with my choice of harbours...
Fat_Maniac replied to Deckeru_Maiku's topic in General Discussion
+1 -
Russian battleship line's meaning and future possibilities.
Fat_Maniac replied to Markhand's topic in General Discussion
We have several 'paper ships' in game already. Not too mention real ships with hypothetical refits, so anything is possible. What we get, is very much down to what will make money for WG. With a whole server cluster dedicated to the RU of course we will get a full and complete glorious Soviet Navy -
IFHE skill problems, inertia fuse HE shells
Fat_Maniac replied to remenberMYname's question in Newcomer Questions
Ok. Armour overmatching .... In simple terms WG use a calculation to determine what thickness of armour your guns can penetrate. For AP shells take the caliber of your guns in mm and divide by 14.3. For HE shells you divide by 6, unless you are a boat that already gets quarter pen, these ships you divide by 4 to get the pen value. German cruisers for example. IFHE adds 30% to the amount of armour a HE shell can penetrate. However because of the general armour schemes WG apply using IFHE on 203 mm guns has virtually no benefit, However on some ships IFHE is useful not for it's effect on your main guns, but on your secondaries. This thread should help explain it more ... https://forum.worldofwarships.com/topic/112819-ifhe-and-you-how-it-works-and-what-its-good-for/ -
@Hawg Make sure your wowsreplay files are set to be opened by the WorldofWarships.exe file in the World_of_Warships_Eu folder. I've just tried to open 8.3 replays from yesterday found in the bin64/replay folder. They opened fine. Was also able to open replays in the various previous version folders found in the /replay folder. The only replays I couldn't open, and which gave me exactly the problem you are reporting were those sitting in the /replay folder itself. Hope this helps, but I'm sure we can work it out :-)
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Welcome @sooty1965 to our ranks We have a few spaces available for anyone with a genuine interest in history. It doesn't matter if you play PvE or PvP, we don't care about stats , the number of battles played, or the ships you have. We are a broad church and welcome anyone who is prepared to be an active member of our fun loving community.
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Russian Bias, comrade, and WG need hard currency from Western Capitalist pigs to pay for Staff Summer BBQ.
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I see lots of people keep talking about Krupp and Sigma values for ships and various guns. There are lots of misconceptions about what these values actually are and how they are used by the game engine. There was a recent discussion on the US forum and Little White Mouse gave excellent explanations of these values. I thought it might be a good idea to share them here. Krupp is a constant used to tweak shell penetration values. Normally, shell penetration calculations look something like this: VL = (K)(C)TtDd/[Ww COSa(Ob)] This is the formula used in the real world to calculate the (T) thickness of armour penetrated, where V is the striking velocity, at a given angle of impact (Ob), naval gun rounds of various (D) diameters and (W) weights. (C) describes the quality of armour -- Japanese steel, historically, was more brittle and of lower quality than American steel, for example. Finally, we have coefficient (K) which was a constant. World of Warships probably uses something similar to this formula but simplified. All armour quality is the same in our game, so we don't need that. But we do concern ourselves with shell impact angles, shell velocity, shell mass, etc. In order to make some shells better at penetrating than others, the Krupp value was put in place to modify the penetrative power of all shells. Simply put, it's a direct modifier which tweaks all of the other values as a multiplier to reign in or empower a given ship's AP performance to be better or worse as needed. The classic example of this is Murmansk compared to Omaha & Marblehead. These ships all fire effectively the same shell. Same muzzle velocity, same damage. The only thing that's different between them is 100g of weight and their Krupp value. OMAHA: 1,772 Krupp MURMANSK: 2,692 Krupp If you math this out (Murmansk / Omaha) you get a ratio of approximately 1.5x. Effectively what this means is that Murmansk can penetrate 1.5x the amount of armour that Omaha can. For example, at 10km Omaha can penetrate approximately 100mm of steel while Murmansk can do nearly 150mm. Wargaming has used Krupp as a hidden stat, to tweak the penetration behaviour of a lot of ships. This allows them to do things like have guns with ridiculous high muzzle velocity but still have very little penetration power. Or guns that are lower velocity to have a lot of muscle when it comes to punching through heavy plate. On its own, Krupp isn't terribly important -- it's just a coefficient -- a small piece of the penetration puzzle. It's a difference between the what and the why. The what players should be concerned with is Shell Penetration; how good is it? Once they understand that a ship has good or poor penetration, Krupp can help explain why that is. Sigma Gross Oversimplifications Presently, sigma is a buzzword for accuracy -- so much so that some players erroneously attribute it for an exact measure of accuracy; with the higher the better. Unfortunately, in reality its more complicated. In World of Warships terms, sigma describes the scatter of shell distribution within a ship's shot dispersion field. The higher the sigma value, the more likely shells will land towards the center of the field, and inversely, the less likely they are to fly to the extremes of the dispersion area. Now if you were paying attention, you'll have noticed a key factor here: dispersion area. Without knowing that, sigma is useless. Ships in this game have a dispersion area, defined by its horizontal dispersion and vertical dispersion. In port, we're given one value -- the horizontal dispersion at the ship's maximum range. Through the use of modifications and upgrades it was discovered that horizontal dispersion scales in a linear fashion. For example, all German battleships will have the same horizontal dispersion values at 10km, 15km, 20km, etc. Upgrades, like Aiming Systems Modification 1 will reduce this number by 7%, while disruption camo on a target will increase this by 4%. This makes it rather easy to plot and you may have seen graphs describing it before. This, again, got erroneously simplified to describe ship accuracy, with Japan being more accurate than Warspite & Hood, which were more accurate than other British, Soviet and American battleships, which were more accurate than German and French battleships. Sigma was used as a "tiebreaker" to describe which ships within these respective lines was more accurate than the other (Yamato with 2.1 sigma > Nagato with 2.0 > Kii with 1.7 > Fuso with 1.5, etc). This again was a gross oversimplification. We have only two pieces of the puzzle and we were missing the third: vertical dispersion. People have been trying to calculate vertical dispersion for a while without much success. The values data mined don't describe it as it's really a function of shell velocity and shell fall angle. The faster the shell and more shallow the dive, the wider the dispersion field. Thus higher velocity guns tend to have a larger vertical dispersion than those that are lower velocity. I discovered this when I started mapping dispersion, spending a couple of hours per ship to plot shell fall. Vertical dispersion changes with range in a non-linear fashion, with it being especially exaggerated relative to horizontal dispersion at close range, and becoming less disproportionately large at longer ranges. Three battleship guns, each with 1.8 sigma, firing 180 shells at 15km. Accuracy modes applied where applicable. Red is Japanese (high velocity), Teal is German (high velocity), Purple is American (low velocity). Note how much more 'squat' the American dispersion is while the German and Japanese shells tend to overshoot and undershoot the target. Putting it All Together So if you've got all of that, now we can focus on sigma and what it looks like and what it's effects are in terms of game play. Sigma WILL NOT prevent you from having wonky dispersion. Sigma DOES NOT describe how often you will hit your target. Sigma WILL NOT make you aim better. All it does is say how likely it will be that your shells will land towards the center of where you're aiming. Individual volleys can still scatter all over the place -- dispersion is calculated at the whims of RNG. All sigma does is guarantee that OVER TIME a ship with higher sigma will more likely land shots in the middle of its dispersion area. Consider these two images: These are two volleys from the same gun (Japanese battleship at 15km). Red looks more accurate, doesn't it? Once you plot twenty volleys total, I got this: 1.8 sigma (red) vs 2.1 sigma (orange). Same gun, same range, same vertical and horizontal dispersion. Notice how oranges shells tend to cluster more towards the middle? These guns have the same maximum dispersion field -- you can almost get a hint of what it might be by so many of Red's shells landing towards the periphery (even then, they're not many). However, it's undisputed that orange's shells are more accurate between the two. But you would be unable to see this in a single volley. It's only over time that sigma makes itself felt with many, many, many samples. In game play terms, good sigma makes it more likely that you'll have that one off shot where all of your shells cluster together and deliver the perfect, monstrous alpha strike with multiple citadels. I stress, that it makes it more likely. A ship with lower sigma can still pull off the same feat -- it will happen less frequently, mathematically speaking. Once you toss in the variable of human error, it's unlikely that most players can discern the difference except after a lot of experience. If dispersion is perfect but your aim is off, you won't land that massive hit, so trying to weigh in on sigma after even a handful of games is ludicrous. It takes time to notice the trend -- a lot of time in some cases and some people never really appreciate the difference. Source - https://forum.worldofwarships.com/topic/148963-why-won’t-wg-list-shell-penetration-krupp-values-sigma-etc-for-ships/
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@MrConway could you add this to the wish list please :-)
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Which is exactly what the article published at the time said would happen. It is simply the way it works. No need for MrConway to explain
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Thank You !
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We still have a few places available, for any player with a genuine interest in history,
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You can have your clan logo appear on some mods. For example I use the adjustable player panels found in the official mod pak. Whenever I sail into battle I have our clan logo next to my name. Some other clans do to, as they have submitted their logo's If you look at the attached image you can see my clan logo next to my name.
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We still have a few spaces for anyone with a genuine interest in history.
