

Arnianor
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Journey to the West: New Ships and Containers!
Arnianor replied to The_EURL_Guy's topic in News & Announcements
If you already have the ship that was rolled, you get another ship. Which other ship isn't said, but other ship is certain. It works the same with all their loot boxes. Now, based on all their loot boxed, all ships don't have the same drop chance. For players with none of the 4 possible ships, your first ship will almost certainly be one of the two tier 8, and again it is likely it will be wukong. -
My guess is, that your 22% accuracy was with Manual fire control: you would shoot only at the selected target. With the change, you shoot at any target in range, but the manual buff only applies to the selected one. And you shoot secondary at a longer range, increasing the dispersion (try hitting a dd with secondaries at 12.5km, without manual secondaries on him). According to a post from a WG community manager, a stealth buffed was applied to German BB secondaries, bringing them with manual fire control to -50% dispersion in comparison to pre-update without manual fire control, for the selected target. So the accuracy boost is still worth than before by 15%, that is true, and as highlighted above, the longer range means the hit % will be lower (even if the accuracy was the same) plus the fact that you shoot any target means that while it is true that before it was 22% and now 17%, just putting those two numbers next to one-another and compare on that sole basis is an over-simplification that doesn't account for several parameters. Don't get me wrong: I don't say it's as good or better than it was before. Just that it still works + it's not as bad as certain people make it to be, that the 30% accuracy loss is in fact 15%, and one interesting thing is, if the enemy is in your secondary range... they can kiss their deadeye goodbye as long as you're there. Edit: just wanted to add that I like your suggestion to remove deadeye.
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GK secondary build vs Montana, Yamato, Thunderer, Hindenburg: including fires started by secondaries, that's 90k dmg from secondaries only.
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Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
Congrats, you just described any MMO game. There will always be the better loot. Always be the newest champ / hero / ship / tank...., always the newest bestestest skin, etc. Several MMO change balance and make something OP on purpose, while nerfing to oblivion what was previously OP on purpose, so player grind again and keep playing. This is nothing new, and WG are far from the first to do this (Blizzard, even pre-Activision, if you hear me....) -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
What he means, and I quite agree with, is that it doesn't matter the price was announced, the price is excessive. If you were to dismiss enough commanders to lvl up your 19pts commander to 21 (only last 2 levels), you would need1.2M exp which would require 10910 doubloons = 43.64$ USD (usd chosen as base comparison purpose, taken from na shop). Bringing a commander from lvl 1 to 21 would require 26437 doubloons = 105.75$ If you were to get a unique commander which is lvl 10 (10 to 21 much more likely than 1 to 21), and want to bring him to 21, that would be 24774 = 99.10$ USD That's excessive. -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
So, secondary build are dead? I'm playing secondary GK in ranked (gold league), with very good results. I played Ohio/GK secondary build in random, and it still works. Commanders are weaker now? It's okay if commanders are weaker. Because guess what? It's not weaker just for you or me, it's weaker for everyone. Man imagine if they were more powerful that would actually be worse, giving even more edge to players with maxed out commanders vs players without, making the 1.2M exp grind even more important, rather than reducing its importance.... That doesn't mean there aren't some inconsistencies / balance issues (why no fire resist for cruisers ffs ?!?!?!?! that's completely insane for most of the heavy cruisers out there, and that's only 1 example), nor that having to grind 1.2M exp more per commander is a good thing (it isn't: grinding is, and always has been, poor game design that encourages several bad behaviours), but it's nothing close to call the game "dead" or that some class are completely unplayable now. -
Oh man I don't wanna know how many doubloons you just spent.... Edit: just out of curiosity, I made the maths. 1 10 point commanders costs 1663 doubloons to get the xp back, so 32 commanders, that's 53216 doubloons. WOW!
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So, I wish to put out here that several "oversight" on ships secondaries have been made, ie: Siegfried, which was really fun to play secondary build, and Ägir too to some extent, don't have access to the secondary captain skills anymore. Without regard to power, this is a very significant nerf to their fun factor. Ohio secondary range is left unchanged, making the secondary build on her less attractive (and, to me at least, the secondary build is a pretty big fun factor. I don't speak about power here, just fun) And another, more concerning observation:while a commander can have 21 skill points spent in each ship class, he can only be trained for 1 tech tree ship, all class confounded.However, there is no retraining required for premium ships. This is a really heavy incentive for players to use and buy premium ships..... It would be much better if a commander could have a specialization in a tech tree ship of each class.
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Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
And another observation: while a commander can have 21 skill points spent in each ship class, he can only be trained for 1 tech tree ship, all class confounded. However, there is no retraining required for premium ships. This is a really heavy incentive for players to use and buy premium ships..... It would be much better if a commander could have a specialization in a tech tree ship of each class. -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
I think Siegfried needs a tremendous secondary buff, since the secondary skills that made that ship fun are not available anymore, same for Ohio, secondary range needs to be put on German level. -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
Ok, that is an argument I can totally understand indeed. The question (which might already have been answered) is then, when taking all class skill together, are commander weaker in the same proportion for every ship? If not, they I hope we will see additional balance patch -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
Yes good point the disadvantage for a longer time. And I'm not really found of having to grind more that's for sure. However, I don't get why people complain about commandant being less powerful, it's the same for everyone, and evens up the playing field a bit more between low lvl and high lvl commanders. Imagine with the level increase, for new players it could have been: longer to grind with a bigger disadvantage than they have now longer to grind with the same disadvantage than they have now longer to grind with a smaller disadvantage than they have now -> option taken Now of course, the longer to grind option should never have been taken in the first place, but the weaker commanders I really don't see that as an issue. -
Update 0.10.0: Commander Skills Update
Arnianor replied to The_EURL_Guy's topic in News & Announcements
So let me get this straight: it will take more time to get a commander to max level, and max level commander will be weaker than the current max level commander, so the difference (in power) between a commander level 10 and a commander level 21 is smaller. So it is less important to have a maxed out commander, since the benefit you get from this are not as important as they are now. So it's actually more friendly for new players, save one category: those who want to join the top level of competition, where every small advantage counts. And by top level, I mean, top level, not potatoes like myself or worse, for whom, let's be honest, playing with a 15 or 19 points commander isn't what will suddenly make me win or lose the match, as there's some blatant other basic mistake, such as positioning, pushing at the wrong moment, etc, which are way, way worse than even a 9 point commander difference, let alone 2 points only. -
Happy holiday and thanks for organizing this. I'd like to join.
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Silver brings more steel than gold rank..... (5x500 = 2500 vs 4x600 = 2400)