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totally_potato

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Everything posted by totally_potato

  1. totally_potato

    Yes, another commander skill rework rant

    OK Most of the points here are already covered in my post Good idea for IFHE I think giving a tad more pin plus 7.5% damage on the AP skill for BBs with maybe the cost of reload, could make it a good 3 pointer for ships like Odin, or snipers in general. Good idea for AA skill, but I think its already available as the first module, which improves secondary and AA survival. AA range would be a good skill for ships with good AA values but bad range, Lepanto and C.C for eg. For the bolded part, decreased fire duration keeps you alive longer. Better agility is mostly for fast BBs. Those aren't sponge builds. Those are proper tank builds. If you give a skill which increases plating, it would make no sense, as you a get a commander skill that can potentially completely change a ship. Commander skills are for giving a ship certain benefits, or bonuses. It was never meant to change a ship completely. That was one of the reasons Dead eye was hated. It changed playstyles of even Brawlers to snipers.
  2. totally_potato

    I don't get the dev blog (CC) outrage

    yes that is of the current skills I talked about the previous skill as that's where the 2 point AR was
  3. totally_potato

    Yes, another commander skill rework rant

    and give heavy refunds maybe? Or a Ohio as compensation?
  4. totally_potato

    Yes, another commander skill rework rant

    I was actually talking about 2017 but ok. Its waay simpler than WoT, but now its leading up to as complex. Atleast fro my side
  5. totally_potato

    Yes, another commander skill rework rant

    You are defending them, and yes I do know english language. Many ppl will be disappointed with subs, if this version gets released. Mark my words
  6. totally_potato

    Question about Paolo Emilio

    Well, I have finally made the concept stats for the Italian T10 And the name is Capitani Romani A bit of history The Capitani Romani (Roman Captains)-class was a class of light cruisers acting as flotilla leaders for the Regia Marina (Italian Navy). They were built to outrun and outgun the large new French destroyers of the Le Fantasque and Mogador classes. Twelve hulls were ordered in late 1939, but only four were completed, just three of these before the Italian armistice in 1943. The ships were named after prominent Ancient Romans. Only Scipione Africano and Attilio Regolo (names of some of these Scout cruisers) saw combat. Scipione Africano detected and engaged four British Elco motor torpedo boats during the night of 17 July 1943 enroute to Taranto, while passing the Messina straits at high speed off Punta Posso. She sank MTB 316 and heavily damaged MTB 313 between Reggio di Calabria and Pellaro. She laid down four minefields in the Gulf of Taranto and the Gulf of Squillace from 4 to 17 August, together with the old light cruiser Luigi Cadorna. Attilio Regolo was torpedoed by the submarine HMS Unruffled on 7 November 1942, and remained in drydock for several months with her bow shattered. The Capitani Romani class were originally designed as scout cruisers for ocean operations ("ocean scout", esploratori oceanici), although some authors consider them to have been heavy destroyers. After the war the two units still in service were reclassified as flotilla leaders (caccia conduttori). The design was fundamentally a light, almost unarmoured hull with a large power plant and cruiser style armament. The original design was modified to sustain the prime requirements of speed and firepower. Given their machinery development of 93,210 kW (125,000 hp), equivalent to that of the 17,000-ton cruisers of the Des Moines class, the target speed was over 41 knots (76 km/h; 47 mph), but the ships were left virtually unarmoured. As a result, the three completed warships achieved 43 knots (80 km/h) during trials. The Capitani Romani-class vessels shipped a main battery of eight 135 mm (5.3 in) DP guns, with a rate of fire of eight rounds per minute and a range of 19,500 m (21,300 yd). They also carried eight 533 mm (21 in) torpedo tubes. The wartime load dropped the operational speed by one to five knots (1.9 to 9.3 km/h; 1.2 to 5.8 mph), depending on the source. https://docs.google.com/document/d/1QNnj9oqoppH_rzlMSQSdM2jSVCyKbbe5SGx0_yWuaEE/edit?usp=sharing Here is the detailed stats, and my vision for this line that hopefully lives up Expect the rest of the line in another thread
  7. totally_potato

    Question about Paolo Emilio

    No no, I am not talking about this paolo emilio I am talking about this Paolo Emilio Do you think that with a few tweaks (Reload to 8 instead of 7 seconds for eg.) would make this ship a very good T10 Ita DD? Or do you want this concept in the main stream Italian DD line including the T10 captani Romani class coz it for sure is coming, since they touched the Italian BBs. Coz I like this concept. So I just want to know your opinion. I might even do a fan made Italian tech tree (I have decided the ships but Just have to input the stats
  8. totally_potato

    PSA: Kong and Godzilla camo

    And that heat ray is fired into the sky when you get a Kraken. I would definitely buy this
  9. totally_potato

    I don't get the dev blog (CC) outrage

    that was high alert and it reduced the cooldown. There was no heal duration increase in skill points We have High alert that 70% less effective and is of one skill point. It would still be solid as a one pointer, if they increased the effect to 5%
  10. totally_potato

    Yes, another commander skill rework rant

    So everyone and their dog isn't enough? You want the whole world to revolt or what Not enough people my [edited]. WG did get the msg and they don't care. IF you are are willing to defend them on this, this thread is 100% not for you, coz we aren't having any of that BS
  11. totally_potato

    Yes, another commander skill rework rant

    I think this guy @ColonelPete probably works for WG. And he is probably expecting the world to revolt KEKW
  12. totally_potato

    Question about Paolo Emilio

    I am making a Tech tree. Made the T2-4 and T10 is already made from other threads My current concept is a Gunboat with SAP that gives them potential as a good alpha striker against DDs and good enough AP to cit cruisers if they are dumb enough They are limited by their inability to break modules or start fires, as well as a long reload of 8 seconds. Their torps are the sea mines. They go 55 knots, have low to medium damage (15k on T 10) but low detect, fast reload, and good range, and makes them a torp spammer.
  13. totally_potato

    KotS seems a waste of time.

    absolutely. But they are twitch streams. You can watch them back
  14. totally_potato

    KotS seems a waste of time.

    I got Hood KEKW. But I liked it
  15. totally_potato

    I don't get the dev blog (CC) outrage

    AR is definitely a skill I could have used. I really miss that old 2 point AR. I really don't get to use that 5th heal most games, so Repair specialist is pretty situational as well considering the number of opponents I get to face it ranked. I feel like with careful preservation, I can work with 4 heals. But this build did give me a lot of success in Ranked in these German BBs (which is usually where I play sec builds as they are more useful). Particularly, I love FDG with this build. I feel like 23 seconds are good enough. It does buff AA, but that really doesn't matter.
  16. totally_potato

    PSA: Kong and Godzilla camo

    Imagine Godzilla sitting on your amagi and on getting a kill you get a roar from him that all players within 10km can hear. And then you get Godzilla firing that Heat ray laser like thing, and everyone that is spotting you, or in your team can see the sky change to a darker hue above your ship. Then a proper unique voice over I would down right say, "Shut up and take my money". Like it would be one of the best events in a while, especially if a few more ships get those kinds of Camos from other monsters of that franchise. Can you imagine the amount of players that would buy this thing?
  17. totally_potato

    Yes, another commander skill rework rant

    exactly
  18. totally_potato

    I don't get the dev blog (CC) outrage

    Proper? All you need is to buff the secs. And you require seven points Let me give you an example of my high tier German BB commander (yes its Gunther) Put it in FDG. I mostly used WoWs FT coz it shows more info, I am too lazy to log into this god damn game, coz My computer freezes when I exit, and coz its faster https://wowsft.com/ship?index=PGSB109&modules=1222&upgrades=122321&commander=PGW103&skills=13148232&flags=11715&consumables=1111&pos=0 Here's the link for reference They did buff the reload. Although some thing like 6.5 won't be bad And 2000 alpha and 10% fire chance would be pretty spicy against DDs, coz its good alpha with modules breaking left right and center. Elbing has 10 torps. And they do 16.6k, and have 13.5km range, but are goddamn slow (atleast give it 55 knots base duh).
  19. totally_potato

    Yes, another commander skill rework rant

    No I am not saying that these cruisers are the reasons BBs don't push in. But its just bad design. Although it is kinda high risk high reward for Austin so idk. But the design isn't good at all. And about that pushing in skill I proposed. That thing just came to mind when I posted. But I am not researching that much. I just gave some base suggestions, and maybe some can pick up on that.
  20. totally_potato

    I don't get the dev blog (CC) outrage

    ok, acceptable But better than having the freaking ship given a condition that forces it to stay back to get the bonus, imo Secondary builds only cost 7 points and one module. And you can combine them with tank skills. Yes they are less effective, but they work, although buffing them will certainly not hurt.
  21. totally_potato

    I don't get the dev blog (CC) outrage

    Yeah maybe that's better
  22. totally_potato

    I don't get the dev blog (CC) outrage

    They could have pulled it off if they had:- Heal Enough armor to tank atleast the standard cruiser HE pin A speed boost for moving around better or an emergency speed boost which can help them close the distance with enemy cruiser or get away from a bad situation A torp option that gave it fast torps. And since Germany has captured france, remembering that, almost french like torp option could have been given. Short range, like 8km that was previously there, very fast torps that hit fairly hard 16K/17K Slightly more HE alpha and fire chance
  23. totally_potato

    I don't get the dev blog (CC) outrage

    5% turret traverse isn't much if you ask me. And this is for a sniper build. Not everyone wants to get up close. So giving them a build that only works on snipers like Yamato, Vermont, etc could be acceptable, since they get a better accuracy boost, but not to the point that they are laser accurate, it just helps in the accuracy, and them getting close would make the accuracy even more effective coz its just a plain boost, with a nerf. No conditions. That's my thought process here. If they use this build to snipe, then this build should make that sniping a bit more comfortable, than make a brokenly OP, and if they push up and get closer, they'll land more shots consistently. Many players really liked the accuracy boost of the Dead Eye ( I am talking about the silent majority here) on ships like Pommern. It made the accuracy much more comfortable to play around with. Imagine a bit of a nerfed version of that but with no stupid conditions. Maybe even layered to match your point here 5% accuracy boost if no enemy ships ae in your surface detection range and 7-10% accuracy boost if there is atleast two visible enemy ships in your surface detection range. Kind of like that
  24. totally_potato

    I don't get the dev blog (CC) outrage

    The whole game just can't brawl and brawl fiesta. Just giving a flat accuracy boost of 5% to 7% would have been enough while maybe 5% turret traverse nerf in return. That would be a solid tier 4 skill point.
  25. totally_potato

    Hey WG i cant spot ant IT BBs? Why?

    ppl keep trying to snipe. Its so dumb and when it doesn't work they call the ships bad But I love this line. Its well balanced, has its perks, has its weaknesses, has good ships in it except for Veneto maybe, and Andrea Doria before the buffs. But this is the definition of a line. All good ships leading to a good tier ten, unlike the recent tech trees we are getting, where the bad ships lead to a good tier ten (note American dreadnought line). C.C is a ship I like so much, I haven't felt this way since 2017 when I unlocked my first tier ten, the GK, and 2018, the Yamato. The Italian line gives me that old BB vibe, where the tech tree is filled with good ships and it leads to a very good ship at tier ten. My C.C build Now this build focuses on tanking the damage and surviving long enough to make a difference I usually play around 15km inward and I never take this ship into kiting position unless I have absolutely no choice. The 360 turrets are very useful, especially on a BB, so I didn't spec into turret traverse module wise. But I still kept on GtG since it gives me a bit more response when switching to other targets. Now I did make a skill choice here that will be a bit controversial. Anti torp protection skill. Now I could have taken PT here, but well I whaled my way from 18 points to 21 point captain. Saved the last three points for PT and probably IFA or PM for juke or turret survival respectively. But I did have a match with a 20km Shima and a halland on the enemy team (yes really), and my movement was so damn limited. I couldn't dodge all of em, and that low HP was felt. Died to flooding that game. Only 50K damage. So I took it. Its really helps me, coz 41% is quite good. It lets me make decisions regarding taking a torps or dying or decisions similar to that.
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