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Sir_Sinksalot

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Everything posted by Sir_Sinksalot

  1. Sir_Sinksalot

    MOE's

    You have precisely ZERO tanks 3 marked. You don't know what you're talking about and a subject you THINK you know about but it's actually something you never achieved yourself. What I'm talking about is something I've achieved 32 times across pretty much every tier in the game and so when you're accusing me of being biased you're actually talking about you, not me because I've walked that path you haven't walked, many times and I'm applying my approach and how I don't sit back and farm damage or throw wins or any other stupid untrue things players like to say. When I'm pushing from 90% upwards, my performance and unsurprisingly my winrate shoots up into the 60+% and 3-4k wn8, it has to, I won't 3 mark it any other way. So when a person that hasn't even 3 marked a tier5 or ANY tank tells me I'm biased or throw wins, it's laughable for me because they clearly don't have a clue about it. I'm not talking about 1 or 2 marks, only noobs care about that, maybe they get it playing some negative loser way I don't know or care. If you want all 3, for a finish you need to be delivering 1st classes and aces EVERY battle, and nothing less will do. That level of performance is generally a win and usually for the losses, like I already said, you need only look at the morons on the team with zero damage or one shot, not the guy who dropped in 7k and 5-9 kills, he not only pulled his weighed but that of probably 9 other players that did nothing. The guys that did nothing and practically nothing are the reason battles are lost and you cant take that to the bank.
  2. Sir_Sinksalot

    Defense of Naval Station Newport

    Tbh I can't say I noticed anything much different. I played 4, won 4, very nice for the captain xp mission for the British Cruisers part 2. That said, certainly no 5 star results from those 4 battles. 3X2 stars and a sole 3 star battle(which of course was the one where I had a bad person effort lol). I wouldn't recommend a DD for Newport it just doesn't really have a role to play and it's the sort of battle where everyone needs to keep working their guns and spamming shells from start to finish, certainly not one for just scouting and little DD guns. A nice longe range cruiser seems to be the best option I find and the faster reloading lighter cruisers seem to work best since there's a good mix of enemy DD's and mostly light cruisers so you'll just want a ship that gets to work ASAP and reloads fast just to keep ripping into both DD's and cruisers alike without much down time for reloading and changing over and back from HE to AP to HE again etc which you will most definitely need to do a lot of against so many mixed but mostly light build targets. Bigger cal cruisers still work just fine but like I said the enemy ships other than the BB's tend to be lightly built DD's and cruiser for most the time so the bigger punchier guns are not really that necessary most the time and you will still comfortably citadel most these light cruisers with smaller caliber cruisers but with the added bonus of that big dps and fast reload to quickly switch to HE for abrupt enemy turning and also for hosing down DD's. So it's really Budyonny and La Gallison style cruisers territory. CV's seems to work well but can really struggle should you get a muppety team that dies and leaves you pretty much alone for end-game showdowns with the remaining enemy ships where if using a cruiser instead, would be much more likely to get over the winning line at that point. BB's work fine too and can frontally citadel some of these enemy Japanese cruisers but I wouldn't see them as effective as the rapid firing cruiser options but still not a bad choice either tbh, if you can land shots from start to finish and not one of those BB's with horrible sigma and dispersion that just vomits shells across the map hitting everything but the target lol. Light cruisers, heavy cruisers, BB's, CV's and just avoid DD's unless you're some really outstanding DD player that can dance about this awkward battle which favors camping behind islands and damage farming. Oh and like I said earlier, for goodness sake if you struggle with this battle, DON'T LEAVE THE GREEN CIRCLE, hell, even if you're experienced with winning this battle you could do well to stay in that circle regardless.
  3. Sir_Sinksalot

    Defense of Naval Station Newport

    Not sure how that second repair ship not moving out plays like, maybe it's tougher. But with this offering, where I see this mission failed most is simply a case of not understanding how to play it. I see guys heading out from their spawn passed the first set of island in front of them to engage the waves of enemy ships and most likely getting killed when in truth the challenge is possible to 5 star regularly if you just pull up to that first set of islands in front of where you spawn(not the couple of islands behind you), particularly the ones in the middle, and just peak and pop shots into those ships. It's handy if there's CV on the team since that means the rest of the team can just camp hard behind those island and farm the f out of those waves. The frontal wave is probably the most challenging of the early attacks since it's a bow on attack but pretty easy to citadel a lot of the flank spawning attacks and then once it hits the last wave or "main" attack when all fronts are attacked at the same time, it's only a matter of the team needing to drop back behind those last two islands behind them that the repair ships pull up to and pretty much cross firing at each others opposite flanks. I cover your flank, you cover my flank, and then that usually just leaves the 3 BB's which you can just yolo the F out of with your mostly full hp to turn and let them eat a full set of torpedoes or a broadside from your BB it depends what you are using of course. A carrier should pull up to the middle island in front of the spawn for the first few initial attacks just to be that much closer and minimize all that unnecessary extra flight time should they be parked further back. It's safe to go there for a CV during these early round attacks and then pull back behind one of those islands with the repair ship same as the others. Just don't park it or get in the way of your teammates like a dork. Without that second repair pulling up, it might be really tricky now, but we'll see I haven't played it yet.
  4. Sir_Sinksalot

    Do Perma-Camo's Effectively Make A Premium Ship?

    So a ship purchased with coal with not be as profitable as exactly the same ship purchased with money? Wow, didn't see that one coming.
  5. Sir_Sinksalot

    MOE's

    Throwing wins to bag marks is a myth or at least only applied to noobs in which case they won't get very far marking the tank with damage dealing so low as the battle results in losses. If I'm looking to be in the top 5% best players of that particular tank, I find that to do that the damage dealing needs to be THAT good, that the results are more wins than normal and in fact a team that gets a player capable and currently marking a tank, is a lucky team and a lot luckier and more likely to win the battle than the team that gets the clueless useless dork fail harding with zero damage or just one shot of damage, as tends to be 5-10 of each teams players so I'll take a gun marking player any day of the week. Too mark higher tier tanks you have to play control-aggression, you cannot just sit back and farm damage it's not going to be enough and you need to play at the front aggressively yet very sensibly as not to get killed stupidly. In other words you need to play very well, there's no other way and no easy way about it and rather unsurprisingly playing very well wins a lot of battles, who knew right? well you didn't obviously. However, if I'm marking a tank and it becomes clear I get a team heavily soaked in crayon juice with flanks failing all over the map and teammates dying by the second, you can bet your backside I will then try and grab all the damage I can on what was 100% a lost cause and the reason it was lost most definitely was NOT me, the loss came because the clueless muppets got rofl stomped like clueless muppets will.
  6. Sir_Sinksalot

    WG: Hows the bot detection going?

    So if these were 3rd-party bots, to what end would a person bother creating this program and adding it into the game? Ok, we know its so you can go AFK and unlock ship and/or grind credits, free xp etc but to what end? This isn't an argument btw, none of my points or posts in this thread are, I'm just adding to the topic while also I'm curious to know why there would be bots in this game other than the ones WG add to pick up the shortfall for battles where the MM hasn't the available players with classes of ship to construct a relatively short battle waiting time. For me, the notion of BOT programs seems almost far fetched, at least in a game that's not really that popular to make it a profitable undertaking and so the only other reason to go to the trouble outside of selling accounts with all the unlocked ships would be to fast grind to higher tiers while being AFK and not actually having to suffer the grinds but to me this seems like way too much trouble and time to invest in such a low profit and/or time that would probably take as much time and effort, if not more, to create the program as it would to just simply grind the foching ships lol. Thing about a bot program is it would have to be sophisticated enough beyond just botting around for one single battle to worth bothering with. If a person using a bot program they created also had to click the battle button themselves after each single battle then this wouldn't be worth bothering with and a lot of trouble to create a bot program just so that person still has to hang around and monitor how the progress is going to catch the end of each and every battle as to click the battle button for another.... to me this seems really R word. So the bot program would definitely have to be somewhat sophisticated at least I believe so, could be wrong, often am. Lower tier grinds are pretty quick and so the bot program wouldn't just have to be sophisticated enough to automatically detect when it needs to start a new battle but also sophisticated enough as to detect that a grind is complete with the next tier unlocked, select to unlock that tier, select to purchase that ship with a captain, possible sophisticated enough to detect, unlock and purchase each module within each ships grind from stock. Otherwise, the AFK producer of this bot program would have to hang around and keep a watch on it and to me that would seem a really annoying, almost pointless thing to have to do, not much less annoying that having to actually play and grind the ship, and also a hell of a lot of trouble just to still have to hang around. If the bot program WAS made that sophisticated to automatically do everything from detecting when its time to click into a new battle, detecting when its unlocked the next tier and automatically purchases that ship and captain along with then starting into battles once more, for me the real question is why go to all that trouble? The only reasons I can think of are 1. Lazy. Yet this theory fails because the time and effort involved in creating a sophisticated bot program what would allow a person to not have to hang around and automatically selects battles and detects different things would totally be more trouble for a lazy person than simply just click battle and tapping a few buttons just enough to avoid detection as being AFK. For me, a lazy person would be defeated by the notion of the effort involved in creating a bot program and just do what they need to do in a battle to avoid being deemed as afk... shoot the gun a few times, press forwards and then go afk, however it works. 2. Selling accounts. Not sure this works either but probably the most likely to go to the trouble. Thing is though, and I don't have fact and figures outside of seeing the server population when I play and where it ranks on Twitch view etc, but to me, it seems like to go to the trouble of creating a fully AFK bot program that churns out fast accounts of fully unlocked ships you would need a customer base big enough to worth bothering with and I don't see WoWs being that attractive. Sure, will sell some, but is it enough worth bothering with? I don't know, I doubt it. So to me it seems unlikely that outside of WG added bots, anyone would bother or go to the trouble when the reasons are not justified for the effort involved. I could explain a lot of encounters with bot like behavior as those that are actually mentally challenged that might have been put in front of this slow paced game just to ummm... "entertain" them and also the more likely explanation for erratic and ummm.... "odd" behavior is simply nothing more than a player using a potato pc not able to handle the graphics demand overheating and for others, simply bad network and connectivity issues. This doesn't explain accounts with apparent 6 battles per hour X 24 hours a day X 7 days a week though, those are most interesting. What do you guys think?
  7. Sir_Sinksalot

    WG: Hows the bot detection going?

    If you're trying to dismiss a lower tier battle with like... 5 ppl in the Q on a Saturday as typical and irrelevant to boting that's untrue since it clearly points to a very unhealthy sized playerbase, it points to a lack of new player growth since they obviously start from lower tiers and it outlines why most likely any bots in this game are WG creations to bolster the shortfall. Is there more players at higher tiers and therefore battles should start faster and with less bots? Yes, obviously. Higher tiers is where all players eventually filter into and mostly stay if they like the game but it doesn't take away from the fact that there was barely any players signing up on a Saturday which one would imagine, since a lot of ppl are finished work and college for the weekend, would be one of the better days for player growth and also just a higher playerbase in general that day... so my point was that if during this time I was stalling for 5 minutes with just a few other players in the MM, then it must also be that there's some higher tier battles that at times need some bots added to get a faster MM and if so, this is most likely a WG created bot and less likely some botting program created by some player that's gone scratching his backside. Sure, no harm in asking WG to check I suppose. What purpose would a botting program serve anyway though? Most players that really like the game worship their stats so are not going to have some bot tarnishing them just to easy mode to higher tier ships without having to grind it themselves since they're stats would be utterly trashed from repeatedly doing that with each line and nation. Would a person do it so they can unlock all the ships and sell the account with all those unlocked ships illegally as a viable business or form of income? Possibly, is the game that popular that a person would pay a lot for that account full of ships and also, is there that many people per day or per week that would be interested in buying that account to make the botting venture a viable for of worthwhile income? I doubt it. With WoT maybe because it's much more popular but you never know, it might be a viable income with WoWs too, especially if it's a program that's somewhat easily adjust to bot for both games at least one would get an extra little bit by including WoWs too.
  8. Sir_Sinksalot

    Super Container Loot Thread [ topics merged ]

    Not sure if this was a super container, possibly the Lunar container. It wasn't anything I purchased anyway so was free and actually a fun ship to play in ops like some sort of DD light cruiser hybrid thingy. Good luck pronouncing it's name though. whoooangggggggg-e..... ho-ange-eeee..... whangey? ah forget it. Nice ship
  9. Sir_Sinksalot

    WG: Hows the bot detection going?

    No shortage of players you say? Having already picked up the Aigle and other cheap coal ships I decided to knock another one off the list, the tier3 Campbeltown. Now, I didn't have any real ambitions to play a whole lot with this little tug boat but certainly I wanted to try it a few times. This was a Saturday and surely a peak day and time for players and yet... ...not exactly a "plenty of players" sort of case is it? The clock would run on to 5 minutes or longer before I eventually gave up on it. Also, if this is how it is at lower tiers these days then @ WG, maybe stop selling lower tier ships? In this case for me it was only a minor inconvenience since it was purchased with coal I collect from daily missions etc but if a person was to purchase one of these lower tier premium with money, that's just not cool, you're selling premium ships that cannot get a random battle unless they sit there for God knows how long.
  10. Sir_Sinksalot

    WG: Hows the bot detection going?

    Well if there were actual bots in the game the reason for that would be that WG added them to bolster low player numbers of certain tiers or all tiers but either way since it's most likely WG who added these bots, why would they then try to "detect" and remove them? Beside, I've found that bots tend to be much better than a lot actual real ppl in this game, sometimes significantly better depending on the level of neanderthal mashing their saliva covered keyboard.
  11. Sir_Sinksalot

    MOE's

    Clueless comment. When I play for MoE's my winrate, WN8 and everything else improves significantly since I switch to full tryhard mode and focus much more than some otherwise mundane rinse and repeat random battle of no real significance.
  12. Attaching screenshots of a single battle or even several to bolster a point is just dumb and I see this is WoT too. We all have a good battle the question is the frequency of how often that is and how blatantly better or worse ON AVERAGE that damage is comparable to other same tier stuff. You can attach a "see, this is weak" or "see, totally OP" to ANY vehicle in either game if you want to cherry pick the best or worst result you have, it's a weak argument. I'm not defending or condemning CV's or other classes of ships I'm just saying screenshots of cherry picked results are weak since you can display each and every ship and class in the game with an amazingly good result or a hideously bad result.
  13. Hi guys, I just picked up the last carrier option for T6 yesterday, the Ranger. I just play them in Ops and find them fun to pass some time and I'll be hoping to grind out the Rangers upgrades this evening. So now that I have them all I'm just looking for some experienced input to fine tune them to their most effective offering builds. Ranger For equipment I went with Slot 1. Air Group Mod. 20% increase to squadron return speed. A bit of a no brainer really, not much else worth bothering with, went with same for all. Slot 2. Aircraft Engine Mod. 10% increase to boost time. Slot 3. I'm still undecided with this one actually so haven't purchased it, you guys can help. Extending the torpedo bomber attack time to +5 I feel isn't really necessary as there's more than enough time already. Extending all aircraft attack time to +2 probably makes the most sense since the bombers tend to be a little bit lacking at times with their dive bomb runs pretty much staying in the same zone until the last few seconds so if the ship is turning or going faster than I thought it would be nice to have an extra couple of seconds to play with. Aerial torpedo mod gives an extra 5% to torpedo speed which is worth considering also since these U.S. torpedoes are really slow 35 knots compared to the Japanese 50 knots. Slot 4. There's a choice of increasing one of the aircraft types hp by 7.5%. I went with the torpedo aircraft since they're the main damage dealers and I want them to last for as long as possible and make as many attacking runs as I can, possibly lose fewer aircraft which means I will have healthier numbers of squadrons sooner etc. That said, another very important duty of a carrier is spotting so being able to tank some more AA for longer with rocket aircraft will allow my team to more time to get to work on those spotted ships. Can probably just make adjustments to spot and not get shot but it's not always that simple. Captain skills I have chosen so far for a 10 point captain 1. Last Gasp. There's actually a lot of useful 1 point skills but I feel that since the U.S. carrier has an 8 aircraft squadron that by the time the final squadron gets their moment to attack they're often pretty beat up or even a smaller squadron depending on the AA and number of ships in that area so I most definitely feel having a full boost to get those almost dead final aircraft into a position to fire their final attack ASAP is very beneficial more than just some 10% longer boost or a tiny 5% restoration time. 2. Torpedo Acceleration. I feel going from 35 to 40 knots is a pretty significant gain for many reasons and in short it just makes achieving successful torpedo strikes without the target being as effective at evading them by turning, breaking or accelerating out of harms way. Targets have less time to do that and I don't launch torps at long distances anyway because targets will evade them so the loss in range is not a problem. The only other skill here for a carrier worth mentioning is squadron speed which is definitely something nice to have, more is always better but at just a 2.5% increase I don't feel that would be more beneficial than faster torps for the first 2 point skill choice, maybe later up the road. 3. Survivability Expert. There's some other good skills in the 3 skill choice but I feel this was worth going with first, not for the gain in hp to the carrier which is also nice but primarily for the gain in hp to aircraft. It's not a huge gain tbh but the other skill choices were either a 10% reduction to AA damage(I think) but with SE you are gaining almost 10% more hp at tier6 so... if these skills roughly work out about even for aircraft gains at least with SE you are getting the bonus of a pretty big chunk of extra hp for your carrier and in a tight battle that could make all the difference between winning a losing. The other skill is worth noting is Demolition Expert which increases the chances of starting fires with rockets but mostly Bombs are the biggest gain here. Sure, a nice skill to have but I feel one that can wait and besides it's mostly torps are the go-to weapon of choice. 4. Sight Stabs. Improves the aiming time of aircraft. Bit of a no brainer really. Ryujo Equipment. 1. Same 2. Same 3. Japanese carriers have a slow aiming so one could make a case for the torpedo aiming time mod here but again I feel it really doesn't need it and that if a player really felt it does need a little extension that the mod for all aircraft of +2 seconds offers more flex by boosting all aircraft instead which are more tricky to aim sometimes compared to aiming torps. Japanese torps have a really fast 50 knots base speed so if a player wanted to they could build on that with torpedo speed equipment here but with the slow aiming that might push aircraft attack runs further back from the target ship so not sure if increasing the torpedo speed is actually making it harder to play and more time consuming to attack, make sufficient space, turn, attack again but maybe it's minimal and not all that encumbering. 4. Torpedo Bomber HP. Because the Japanese aircraft are the weakest in hp and also have a 8 aircraft squadron I felt there was no margin for considering any other option here. It's a must for Japanese aircraft I feel. Captain Skills. 1. Same 2. Squadron Speed. I felt the impressive base torpedo speed of 50 knots was more than enough and easy to tag ships with so didn't need to increase that with Torpedo Acceleration skill and while Squadron Speed is only a 2.5% gain I still felt this made more sense since as mentioned the Japanese aircraft are the weakest but also they are the fastest so a 2.5% increase on a strong base value is a bit more gainful than 2.5% of a slower speed and with that my logic was I will have a faster aircraft that already has fast torps that with a little more speed might evade more AA, last a little longer plus get from the carrier to the target and back again a little faster with each sortie which accumulates over the course of an entire battle to being a pretty useful gain. That said, a player could build on the strong base torpedo speed and go with TA along with the torpedo speed increase equipment for 58 knots... so having torps with a lessor range but almost 60 knots is pretty impressive to say the least so I'm not sure which way to go with this decision. 3. Same plus the Japanese bombers are AP and not HE so even less of reason to not consider DE 4. Same. Japanese aim time is the worst so makes the improved aiming skill more of a priority though I would really like the concealment skill, not so much for the carrier but for the aircraft since they are the weakest in hp yet have pretty good concealment so I recon this would be very beneficial when scouting and also when attacking as to give targets slightly less time to take evasive actions since I would be spotted at a slightly later moment on my attack run. Furious Equipment. 1. Same 2. Same 3. Same uncertainties and opinions 4. Same Captain Skills. 1. Same 2. Torpedo Acceleration. Same reasons and conclusions as given for the U.S. torpedoes. 3. Same and since the British aircraft are the most tankiest with the most hp it's a case of building on that attribute but they do have really nice HE carpet style bombers which can be really destructive so I have considered the DE skill to increase their fire starting potential and sap BB's to make up for their 6 squadron shortfall I find with torpedo runs since basically you have more aircraft with the Japanese and U.S. so do more damage with those on average so with the British you have to find another way to make up for it and these pyromancer bombers might just be that. 4. Same So what do you guys think? Do you run your carriers the same way. Where have I gone wrong with their builds and interpretations if I have done?
  14. The only thing that bothers me about these events is the fact that you can complete a stage, unlock the next stage but can't begin completing the missions from the unlocked stage until a set date. Like most people, some days I have more time to play and other days less time or no time at all. So if we were free to get stuck into the next batch of missions from the next stage we've just unlocked instead of having to wait around scratching our balls for the set date to unlock it, that would be great.
  15. I'd also like to suggest to you guys and WG the "rock, paper, scissors" balance approach to CV's aircraft types vs the ship classes. What do I mean by that? For this, AA is balanced around ship class vs aircraft type, and not the current situation where you have ships with either lots of AA or weak AA. So instead the balance would read as follows DD - AA now very Strong against spotter/attack aircraft but weak vs all types of bombers. This gives DD players some breathing space while CV's now focus on just quick glimpses of a DD and more about spotting other ship class movements. To balance that, DD's will now damage weak to all nations and types of bombers which means they can still get attacked by CV players but with a much slower aircraft with a much easier attack to avoid and of course, trying to hit an agile ship with bombs(or torps) is generally harder than hovering a target over them and whoooshing rockets at them. BB - AA now very strong against Torpedo bombers. They kinda already are in most cases so not a whole lot really needs to change here, just a case of AA adjusted accordingly so that one attack run against a lone BB and is definitely only likely to suffer from one attack run from torp bombers. To balance that, BB's AA will be somewhat weaker to Bombers, not hopelessly weak but enough to allow at least 2 of these slow attack runs on them before the BB's AA swats away whatever's left. Also, attack aircaft will remain the same as they currently are now vs BB's AA, but will have a slight increase in their fire starting potential so they are not completely pointless to use when attacking a BB other than just spotting since they would be now very weak to DD's AA. Cruisers - AA now very strong against Bombers. Much the same set of rules as the others but their AA is adjusted to deal best vs bombers. Their AA is now a little weaker vs attack aircraft and the attack aircraft are a little more hurtful vs cruisers. I know there are many types of cruisers going from ones that are almost DD like to cruisers that are almost BB like but that can be fine tuned, just loosely put, they are weaker and take more damage from attack aircraft than they do now while vs torpedo bombers they are currently strong and will remain as strong, not too strong, not too weak either but their AA is best vs bombers while weakest against attack aircraft and rockets. So this Rock Paper Scissors approach would give CV players a more expansive selection of viable weapon choices and targets along with almost being forced to mix up the targets they chose to attack which would translate into no one ship or particular class of ship being focused all the time since that ship would get attacked once, those aircraft are destroyed most likely and since the CV player still has 2 other very viable and effective aircraft types against other classes, the CV quickly picks another type of aircraft and moves onto another target more suitable to that particular class which would be very weak and unattractive to use against the target which they just attacked last with another type of aircraft. What do you guys think about that? It's just raw and very simplified with plenty of room for fine tuning but... it would give DD players a break from attack aircraft and being perma-spotted while spreading the attack focus from CV's across the entire range of ship classes so that no one target gets focused for more than just one attack run, then will pretty much be left alone until the other 2 types of aircraft which that ship is strong against are used on some other players ships and will be a different player with every attack until the aircraft type gets replenished and the cycle comes around again full circle, but that will take so much time that the battle will look very different so most likely won't be a case of same DD gets attacked, then the same BB gets attacked, then the same cruiser... no, most likely won't happen this way.
  16. Well, I'm pretty inexperienced as mentioned but I find that generally my entire squadron is lost after just 1 or 2 attacks runs against most ships other than DD's. So for me this means targeting easier ships to hit since they are the most likely to hit and get something from my lost squadron and also attacking the ships most closest to my CV since those aircraft that do not die get back to my carrier way faster than if I had targeted, lets say an enemy CV at the back of the map or a more strategically sensible target at the opposite flank to where I am roughly situated. So with a split squadron I would be less concerned about a failed attack on a faster ship like a cruiser since the losses with no damage would be less consequential while I would also be less concerned about taking on an attack run to an enemy CV at the back of the map or helping some failing flank furthest away from me. So that also means a CV player will be less focused on closest targets for and not "dmg vs net time vs recovery " mindset while also ships like DD's and any isolated or weaker AA ship can't be attacked with multiple attack runs from a large squadron.
  17. Sir_Sinksalot

    Deliberate Teamdamage? How to get the offender banned?

    Just remove team damage, problem solved. It's already removed in Ops to good effect and while I was originally opposed to it being removed from WoT thinking it would dumb the game down I later concluded that the game had improved a lot without FF. Now there is no reason to worry about some clueless dork with a big gunned TD removing half my hp with a careless or selfish shot nor have I to worry about some salty muppet taking his bad play or temper out on me. It's also nice that I don't get punished when I'm in sniper mode and some teammate with a fast light tank cuts out from behind building across my line of sight just as I pull the trigger. In WoW's there are similar scenarios. What good comes from allowing team damage anyway? If it's some noob learning the ropes that accidentally hits you with torpedo's or guns is that fair he gets punished for not being that good at the game yet and equally is it fair that his teammates gets heavily damage or killed? Is it ok that teammates are empowered to be the judge and executioner of other teammates? No, none of it is ok, get rid of team damage and believe me the game is better.
  18. Just wondering why this is when it comes to each ships stated damage output in terms of their shells and torpedo's etc? In WoT we are shown tanks weapons damage as an average since this is how damage rolls generally stays at but we are also given max and min values too. Obviously the average damage rolls are what we are going to deal most the time so why in WoWs did WG decide to only display one of these values and at that, the lessor important value since average damage and not maximum damage is always the more likely return by game design constraints? Now, perhaps these values are displayed and I just can't see them. I'd like to know how it shot or volley "rolls" in terms of their damage and it's impossible for me to know what each ships guns and torpedoes average damage output is without also knowing what it's minimum roll value is too. Since the damage each weapon will deal generally never hits it's maximum(or minimum) value due to RNG constraints which keeps them around the middle, why not display average damage when we explore our ships weaponry instead of maximum since that maximum is rarely going to ever happen but average damage will happen most every shot. In other words if a ship has a max dmg of 3000 and a min of 1000 dmg(which we will never know aparantly because min is not displayed) then the ships average dmg is 2000 and this is what dmg returns we can expect from each shot most the time. I may have completely missed something here and if so my bad but then again exploring these topics is part of what a forum is for, to get the answers.
  19. So what's the fastest achievable torpedo speed in the game right now with this new TTM equipment combined with the other torpedo buff equipment and skills?
  20. Sir_Sinksalot

    Do Perma-Camo's Effectively Make A Premium Ship?

    Interestingly when it comes to ships camo and styles I would be of the opinion that less is more, but totally a case of each to their own and choice is always a good thing. So instead of buying some fantasy camo or explosion of colors I would actually prefer to purchase or mount camo's that are actually "nude" and by that I mean that visually the ship appears the same as it does without camo's but retains whatever buffs and attributes the camo's come with. I guess there's probably a way of turning off the visual effect of camo's to achieve that bare skin look and I just haven't found it. I have several premiums that all come with their perma-camo of course but I'd actually like to play them without that camo look and just as the bare ship in it's traditional naval paint job but obviously retaining the bonuses that came with it's camo.
  21. Sir_Sinksalot

    What do former WoT players think of WoWs?

    I'm still a current WoT player with over 32k battles under my belt. I like both games and play one or the other depending on what mood I'm in. WoT is obviously a faster paced game and more intricate that WoWs by the obvious fact that land based tanks are smaller and faster vehicles that also operate on a 3D environment whereas WoWs is obviously a sea based game with ships where are of course going to be way slower along with the fact they operate in the constant 2D flat environment of the sea where the up and down axis is not a factor and basically the only different between one map and the other is how islands get distributed about. So I play WoT for when I want a faster pace PvP game and I play WoWs for when I want to chill and relax so with WoWs I only really play the Ops modes.
  22. Sir_Sinksalot

    Do Perma-Camo's Effectively Make A Premium Ship?

    Ya that's a really attractive attribute about a premium ship. Also, unlike WoT, it appears we can also use captains from other classes of ships which is really very nice indeed. Where in this game you can put a captain from a cruisers into a premium DD, in WoT cannot put a medium tank crew into a premium light tank. I was sad to discover that I had to purchase some pretty interesting cyborg futuristic style camo for a cruiser, I think it was the French T6 which I had unlocked through some event and thought it was a perma-camo for free since I had to grind it but no, sadly I would have to pay 2000 gold for the privilege(or maybe more, can't remember right now). It would have been an interesting transformation if a person is into that sort of Si-fi fantasy look but I don't think it was worth that much gold.
  23. Sir_Sinksalot

    Inertia Fuse Skill. Yay or Nay?

    Just coming up on 4 "spare" skill points for my Budyonny's captain and I've always wondered if having 30% more pen for a cruisers HE shells is good or bad. At a noob glance it seems that this skill would be a good thing and basically means it pens thicker armor that it would otherwise not pen thus broadening the spectrum of ships that can be really hurt by HE. This ships base HE is 24mm so another 30% would make it 32mm of pen obviously, how is this a bad thing, other than the 1% drop in fire chance?
  24. Sir_Sinksalot

    Inertia Fuse Skill. Yay or Nay?

    I don't think they will give up on it and move on though, that's not WG's way. They're doing something similar in WoT right now but on a grander scale with a full ammo re-balance whereby standard ammo gets a buff but HE will no longer pen and premium ammo is effectively getting a nerf and again it's basically because of the same few problem tanks issues that either slap tanks too hard or too cheaply with HE based ammo while the clueless nubs that just want to W key ignorantly down a flank in the open with no consideration to tactics or armor angling or earning the right to make an aggressive play. Probably just like this game the genuine problem tanks/ships are just a few but instead of addressing these few, instead WG apply the one brush stroke across the entire game at the detriment to the vast majority vehicles which were perfectly fine as they are along with a worse gameplay experience there after.
  25. Sir_Sinksalot

    Auto return last Captain

    I'd also enjoy a "clear all" fast option for signals. Not a big deal to remove them and of course we can currently have an option to turn of the resupply option but if it was easy to add this feature, why not. At least a forgetful clod like me would benefit from this feature anyway.
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