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RadioFighterYR

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  1. RadioFighterYR

    Premium ammunition in WoWs

    It is true? Nearly every person in the community wants premium rounds, especially people new to the game.
  2. RadioFighterYR

    Premium ammunition in WoWs

    No, it’s considered obvious by the vast majority of the community that such a change is necessary. No need to make a poll.
  3. RadioFighterYR

    Premium ammunition in WoWs

    I think that adding premium ammunition to WoWs would add a really nice touch to the game, especially for new players. It is an idea supported by the vast majority of the WoWs community, but no one else seems to say it openly. Thank you.
  4. RadioFighterYR

    Premium shells in WOWS

    Absolutely. Waited 1 year to say it.
  5. Title explains it all. Say what would you do.
  6. RadioFighterYR

    Izumo/Yamato rework

    Yet nobody says a word about the Yamato part of my thread. It absolutely needs buffs; I simply reached the state or mind that its classmates would never be nerfed to an acceptable level anyway.
  7. RadioFighterYR

    Izumo/Yamato rework

    Izumo is well known about its impossible stock grind. A lot of people have requested a different way things should work. My idea is a bit different. Three hulls are unnecessary, mainly because the first one is mostly worthless. Let’s move hull B, call it hull A and make that a stock hull with the old hull A health pool. Once we reach the upgraded hull, there should be two options (Hulls B and C). Both should get the same secondaries, AA, HP, rudder shift, etc. Difference would be that one of the two hulls would have a Nelson-style turret layout. You are supposed to need only one of the hulls to reach the Yamato. That way, people who love their guns close together could play old style Izumo, while the people who struggle could go for a Japanese Nelson. The Yamato really needs a buff. The (unreleased) Ohio and Thunderer, being faster, having better AA, and better citadel protection, are miles ahead of Yamato, especially when they get higher alpha damage than the ship which was purposely made to hit big. I think that Yamato should regain its alpha superiority.
  8. So I have this turd of a ship, semi-upgraded (I need to unlock range)... I run artillery plotting room to bump range up and priority target/incoming fire alert/expert marksman/superintendent on the captain (planning to get concealment or BFT/AFT next. Which one?). Planning to not unlock range because even with a perfect aim, most of the time nothing happens because either the salvo just doesn't hit (cause you know, nerfing sigma is a great idea) or whatever hits shatters on battleships and overpenetrates on cruisers. And seeing how bad the dispersion becomes once I unlock range, I don't think I'll use it. Seriously, MM? You think that a ship which can barely move is going to be balanced and work well fighting Tier 9 ships, the slowest of which outrun it by at least 8 knots. The armor isn't there, 343mm only exists on the very lowest part of the hull, near the waterline, everything else is 25mm which means everything that isn't a king george firing AP or scharnhorst rapes you. HE also rapes you. Range can be better than Nagato's if you spec for it but what do you need it for when you can't hit at 10 kilometers. I tried sniping unaware ships, so at least I am not cannon fodder to anything that's too close to me. Got the middle finger and my salvo said it should shatter or miss entirely, alert the ship I am firing at, make it change its direction and do nothing. Brawling with ships that can ignore the armor everything except your tiny belt and turrets simply isn't an option, especially with that speed. Against tier 5's i feel it does at least a bit better because they have even less armor, but it's still not good. I've had like 2 or 3 decent games because luck, but. For me, this is a bit like a prolonged M3 Lee grind. At least the Lee had decent speed and gun. I'm not sure what to do with the colorado when free XP is not an option.
  9. RadioFighterYR

    Did anyone have this happen too?

    I don't use any mods because I know what mods cause to a game sometimes, so maybe it's one of the two. I am unsure whether the game gives you the pink if you closing before loading into battle.
  10. RadioFighterYR

    Did anyone have this happen too?

    The game loves me. It apparently really didn't want me to suffer for 20 minutes in a stock Colorado so it just decided to let me load until the entire battle ended. But, jokes aside, did loading until the battle ended happen to anyone else too?
  11. RadioFighterYR

    HMS Agincourt - Tier 5 battleship

    Players at tiers 3-5 broadside a lot though. They even broadside at later tiers too but...
  12. RadioFighterYR

    HMS Agincourt - Tier 5 battleship

    At least to me HMS Canada seems like a slightly better New York. It has, as I see, the same guns as the Fuso. If it got the same range, it'd be a great battleship though.
  13. RadioFighterYR

    HMS Agincourt - Tier 5 battleship

    Perhaps, but the armor is bad as I mentioned. 229mm is bad for tier 4, I'm pretty sure there's plenty of ships with thicker belts than that. That's why I gave it a massive health pool.
  14. RadioFighterYR

    HMS Agincourt - Tier 5 battleship

    That could do, but Oktyabrskaya Revolutsiya also has 12-inch guns (two less, but more powerful). She has the AA to stay at tier 5 though, while this doesn't. At tier 4 I feel like 14 guns is too much though. So it's more of a balance nightmare.
  15. RadioFighterYR

    HMS Agincourt - Tier 5 battleship

    Again, I know the Agincourt has been requested a lot, but I decided to give it slightly more elaboration as to what exactly it could be in game. So as it is, Tier 5 battleship Agincourt: Survivability: 56600 hit points. We'll return to that in a few rows of text. Her armor belt ranged from 102mm to 229mm, the thickest point being in the middle, tapering down to 152mm and then to 102mm on either end. The deck ranged from 25mm to 64mm. Barbettes went up to 229mm in their upper parts and were up to 51mm armored in their lower ends (which suggests that in a penetration in the lower end, a turret gets out of function). The turrets ranged from 203mm to 305mm. Superstructure can remain standard 16-19mm as is for most battleships on its tier. Conning tower was up to 305mm thick, though with its huge superstructure this doesn't really matter. Extremities standard for tier 5 battleship, 19mm bow and stern except for the extended belt. I'm not sure what's with the citadel and if it's above, under or right at the waterline but her belt armor seems rather weak when we talk about a Koenig and its 356mm belt + turtleback, which is the reason I give it a massive bag of 56600 hit points, more than even the Kongo. The idea is that much like the Nagato, it should be able to survive longer relying on its health pool. Primary armament. 7 double 305mm/45 cal. These guns are practically tier 3 guns and their AP is worthless for killing some tougher battleships at their own tier, let alone two tiers up at tier 5 They are slightly different from Bellerophon's 12-inch 45's and are the same guns the Mikasa used after being rearmed in 1908. As useless as their AP is, I'd touch their accuracy and increase alpha damage by 100 so it becomes 8.2k. The accuracy buff is so that it can be a very effective cruiser killer. Also, the HE can recieve about 5.2k alpha and maybe give it a fire chance of 35% so that if the ship cannot kill BBs with armor piercing, it can at least blaze them. Reload can be standard half a minute. Range can go between 14.5 to 16.5, any number in between is reasonable to me, but if I would be to opt for a longer range, I'd dramatically decrease accuracy there so that cruisers don't cry for being deleted from almost 17km away. Turret traverse can be another balancing factor, maybe it should have Orion/Iron Duke's 72 sec. Secondary armament. 20x single 152mm guns and 10 single 76mm guns. Not much to say here as secondary range at these tiers is so bad (Iron Duke, its supposed tier 5 counterpart, has 4.5km for example) that even if you have a million guns, they won't do anything. But at least it has them... *looking at you, New York with 3 secondaries per side* Anti-aircraft armament. There were no planes in WWI! It's just ridiculous to think that a plane could attack a ship! Honestly, my only hope that it'd have ANY of that at all is if the 76mm guns are dual-purpose (of which I am not entirely sure). Or if WG makes a fictional 30s Agincourt upgrade. Otherwise? What AA armament!? Mobility: What mobility? At least 710-720m turning circle for its length. Couple that with the speed of 22 knots... er, no. I'd try to unhistorically increase the speed to at least 23.5 or 24 knots so at least there it's not absolutely terrible. Personally I see the Agincourt as a very good cruiser killer with its 14 guns. Its armor, penetration and gun angles simply don't allow it to fight battleships at its own tier, except maybe if it's another Agincourt. The armor is sturdy enough to stop cruiser rounds, and with 14 guns it'd at least hit one citadel per salvo, or a lot of penetrations to cruisers. It should always be operating closely with a ship with good AA (which at low tiers is rare) and its speed would be fairly decent at tier if it has this unhistorical buff. It should absolutely avoid tier 7 battleships (actually battleships at all) if possible, but in a pinch, the 35% fire chance HE I suggested could do some work too. Last time when I made such a thread (USS Tennessee) it turned out to be wrongly balanced according to the ones who commented on my thread. Please explain me whether this ship can be decently balanced as I made it.
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