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Found 27 results

  1. Redcap375

    The CV Captains Cabin

    I thought i would make a post/area for all of us remaining die-hard CV captains that are left. To share ideas, tactics, advice or anything that is on your mind. We all know how CVs have changed over the years to the point that we are now at. Our planes being obliterated, our targets becoming less and less obvious and being restricted to a spotting or DD hunting role. But i'm not complaining chaps, we CV players have a stiff upper lip and just roll with the AA punches. Lets use this to help other noobie CV players trying to find their CV feet and give them a chance to get past tier 7, if they are a sucker for punishment. Lets try and keep CVs from disappearing from this lovely game, so we can have enough players to keep within are own tiers, not playing 2 tier higher games that suck you know what (tier 6 planes on a tier 7 CV that play at tier 9 games) But most important of all, lets use this to have a beer and talk about the good old days and share stories. To give advice to the new generation and to warn them of things still to come. To share options on updates that effect the way we roll. Battle reports that show all is not lost. The door is always open to other Captains that wanna share a friendly drink, after all, we are all captains trying to get through this. Mess rules apply and gentlemanly conduct is a given. Now, where is my gin and tonic
  2. Dear WoWs community, I've come to you to take a sip from your well of knowledge. It has taken me many Years, but soon I will unlock my first tier X and yes it will be a BB. I don't like other classes much, DD's are too hard for me so I will always stick to tier V and VI only not to be a burden in high tiers, Cruisers are a bit squashy so I think I will pass on them too and since I was always a bit large then big fat BB is just perfect for me. I do enjoy tier VII and VIII, Gneisenau and Bismarck those are my thing, then I do a battle or two in a tier IX just to get a few xp and go back to lower tiers. So I have a few questions for you here: Is it worth it to go for a tier X ? How does one deal with Conquerors, I see them every once in a while and they are just too bloody difficult for me to handle, my fear is that I will see even more of them as a tier X and I don't want to spend money for therapist to help me deal with this problem. I accept there is a choice of ammunition, but when I do push to help support my DD's I burn a lot and I burn fast, I imagine I will burn even faster at tier X :). I can't really cover behind islands, can I, my job is to soak up damage, but how does one do that when you have 4 fires and waiting for your repair party to come back online ? There must be a lot of torps flying around at this tier, but I've learnt how to deal with them so them torps should not be such big problem, but yet again tier X is a lot bigger and turning circles are getting wider so I might not be as prepared as I originally thought that I am. The last question will refer to HE and BB again, since there is a lot of ships with high velocity shells and accurate guns is actually a BB valid choice for tier X ? Or mobility, fast reload and accuracy is way more helpful for your team then a big fat stupid BB ? I will await anxiously for your advice and act accordingly, in the mean time I will go and have some fun in my Gneisenau :).
  3. Hi, first i didn't like the dds that much but than I got a Gallant from the Christmas boxes, now I love them but my big problem is that I suck with the torps ( only 4% hit the target) I would use some tips form other players to get better with them, thank you.
  4. Rage_Unchained

    Bugs?

    Playing a random game, just earlier, well after dying that is - I went looking how stuff is going on around map, and how others are duking it out... Then, I noticed red triangle...OUT of MAP. about 15-ish kilometers, probably more. The thing is, it wasn't moving. It was just there. Also, I don't remember seeing anyone fire them in that direction, as my teammates were not in that area at the time. The single, lonely torp persisted in that spot stationary. Has anyone noticed similar gimmicks?
  5. Dark_Havoc

    Mechanika zalań

    Mam torpedy, super torpedy... ponad 400% szans na zalanie.... eee zaraz jak to... trafiłem to Yamato torpedą, a nie ma zalania? Cheat... eeee jednak nie! 1. Czy jest zalanie? Zalanie to przerwanie kadłuba poniżej linii wodnej, w następstwie którego do kadłuba wlewa się duża ilość wody. W mechanice WoWs oznaczone jest wstęgą zalania dla tego, który wywoła zalanie i trójkątną ikonką zalania, która się pojawia na okręcie zalewanym. Efektem zalania jest znaczny ubytek HP okrętu oraz zmniejszenie prędkości maksymalnej okrętu o około 20% (zależnie od klasy i typu okrętu). W odróżnieniu od pożaru, których może być na okręcie do 4 i wtedy okręt nie daje się więcej podpalić, zalanie jest ZAWSZE pojedyncze, ale następne torpedy mogą powodować dalsze zalania (przedłużać czas zalania). 2. Co wywołuje zalanie? Tu jest banalnie prosto. Istnieją tylko 2 elementy mogące wywołać zalanie: torpedy (we wszystkich możliwych konfiguracjach: lotnicze, okrętowe, sojusznicze lub przeciwnika) oraz taranowanie. 3. Co ma wpływ na zalanie? 1. Bazowa szansa na zalanie torped - w statystykach torped jest to jeden z ważniejszych parametrów. Waha się on dla torped okrętowych od 96% do 406%!!!. Dla lotniczych parametr ten wynosi około 60-70%. 2. Moduły okrętu trafianego - zwłaszcza moduł Modyfikacji kontroli uszkodzeń 1 (slot 2) - zmniejsza on szansę na zalanie o 3%, dodatkowo na slocie 4 mamy moduł Modyfikacji kontroli uszkodzeń 2 - zmniejsza on CZAS zalanie o 15%. 3. Ochrona przeciwtorpedowa - większość okrętów wyposażona jest w bąble przeciwtorpedowe (w pewnej odległości od kadłuba właściwego były montowane blachy poszycia, których zadaniem było wywołanie wybuchu torpedy w pewnej odległości od kadłuba właściwego). Parametr ten można znaleźć w zakładce żywotność okrętu pod danymi na temat HP i pancerza. Wyrażany jest w procentach. Jeśli tam go nie ma, oznacza że okręt nie ma ochrony przeciwtorpedowej i przyjmuje się do obliczeń wartość 0. 4. Flagi - Juliet Whiskey Unaone daje 15% większą szansę na zalanie, a Victor Lima +4% 4. Jak obliczyć szansę na zalanie - czyli mnóstwo cyferek 1. Taranowanie - tutaj jest prosto - jeśli w wyniku taranowania stracimy 10% całkowitej ilości HP automatycznie pojawia się zalanie. Dla przykładu okręt mający 1000HP (nominalnego) tracąc w wyniku kolizji 100HP będzie zalewany, jeśli straci 99HP nie będzie. 2. TORPEDY! Lecimy: { [ ( 1 - [Torpedo Protection] - [Damage Control Modification 1] ) x 0.33 } x ( [Torpedo Flood Chance] + [Signals] ) = Flood Chance Szansa na zalanie = { [(1 - [Ochrona przeciwtorpedowa] - [Modyfikacja kontroli uszkodzeń 1]) x 0,33} x ( [szansa na zalanie torpedy] + [flagi] ) Przykłady: Torpedy z Shimakaze o szansie zalania 406% i pancernik Yamato o ochronie przeciwtorpedowej równej 55% oraz zamontowanej modyfikacji kontroli uszkodzeń 1. Shima wyposażona jest w obie flagi: { [ (1.00) - (0.55) - (0.03) ] x 0.33 } x [ (4.06) + (0.15) + (0.04) ] = 58.91% szansy na zalanie ochrona przeciwtorpedowa (55%) Moduł kontroli uszkodzeń (3%) szansa na zalanie torped (406%) flagi (+15% i +4%) Tutaj Shima bez flag: { [ (1.00) - (0.55) - (0.03) ] x 0.33 } x [ 4.06 ] = 56.27% szansy na zalanie tutaj jest różnica (bez +15% i +4% Teraz ta sama Shima vs Montana ( ma 37% ochrony przeciwtorpedowej) bez modułu Kontroli uszkodzeń 1: { [ (1.00) - (0.37) ] x 0.33 } x [ 4.06 ] = 84.41% szansy na zalanie biedna Montana :( Shima nie zamontowała nawet flag :) Tak jak w wypadku pożarów 406% szans na zalanie torpedy nie oznacza, że 4 razy zalejemy okręt... będzie to zależało od innych parametrów. 5. Zalewamy się! Co robić???!!! No mamy przerąbane bardziej niż w wypadku pożaru... W każdej sekundzie tracimy 0,667% HP, co przy standardowym czasie zalania - czyli 90 sekundach daje nam stratę 60% HP. Prawie tyle samo co przy 4(!) pożarach. Dodatkowo nasz okręt zwalnia o 20%. Możemy skrócić czas zalewanie flagą (Juliet Yankee Bissotwo 20% krótsze zalanie) i modułem (Moduł kontroli uszkodzeń 2 15% krótsze zalanie) do 52 sekund - co spowoduje stratę 34% HP. Na całe szczęście całość obrażeń z zalanie jest odzyskiwane za pomocą grupy naprawczo-ratunkowej! 6. Wnioski Jak widać z tego poradnika zalanie jest dużo bardziej niebezpieczne niż pojedynczy pożar. Właściwie jeśli zalewamy się nie pozostanie nic innego niż naciśnięcie R i uważanie na następne torpedy. Największym błędem graczy jest użycie grupy ratunkowej przy pierwszym pożarze. Ponieważ grupa ratunkowa ma 80 sekund odnowienia (a w przypadku podstawowej nawet 120 sekund) to w momencie otrzymania zalania i nie posiadania pełnego HP - już jesteśmy na dnie. Częstą taktyką lotniskowców jest zrzut bomb w celu wywołania pożaru, poczekanie na zgaszenie pożaru i potem zrzucają torpedy. Jedno zalanie i przeciwnik ugotowany (a właściwie zatopiony). Dziękuję za uwagę! Wszelkie uwagi jak najbardziej na miejscu. Powodzenia!
  6. DFens_666

    Why do we have RNG torps?

    Question basicly already in the title. Why? So that it will spoil the fun always? U throw torps at a target to see that the torps are moving like this x o xx oo oo xx (x = torps o = space between) In the end u only remember how this mechanic is against u anyway. Either u dont hit because of it, or u eat 2 torps, even when its not the reality, but human brain works funny that way. So why cant the torps move in a symmetrical order with same distance between them? (like it was earlier in the game) Just an example i was torping a DD in the halloween event back then, and i killed the engines at the same time. I didnt hit because 2 torps passed by his bow and 2 at his stern almost on top of each other. This is like RNG trolling u.
  7. del550355701

    Trade Damage for Concealment on IJN Torps?

    So, first off: I am fully aware that you WG balance your game for Random Battles. The result is the concealment of the IJN Torps (I knwo there are more things but I want to ask something about the IJN Torps here). And this concealment is... garbage. Period! There are enough threads on the forum where you can see that BBs have the least problems with IJN Torps. Therefor these (supposed to be) Torpboats are a pain to play for many people. Because... the hit ratio with IJN torps, the main weapon of IJN DDs are... at least inconsistent! So, I wonder if I can trade away some of the damage from the IJN Torps and in return get better concealment for them? Lets say... Shimakaze Torps down from 21k+ damage to 17k damage and in return a concealment of 1,2 km??? It would make the players of IJN DDs, at least me, happy if I can hit more often and not feel like a burden for my team. On the other side other ships would take less damage per torpedo, so they wouldnt die a sudden death (as you stated yourself WG that your playerbase hates sudden deaths). Any chance for that? Greetings, Alice, Monster Lord
  8. Had a battle yesterday in Tears Of The Desert where I was near an island and somewhat surprised to see enemy (Khaba I think) torpedoes appearing on my side of the rocks. I assumed it was maybe a sync issue but it's not even a close thing, they are coming right through the middle. There was no other enemy ship in the neighbourhood and no CV so it appears that this particular set of rocks lets torps through!
  9. I have a Yugumo with F3 Torps (76 knots). If I add the Aiming systems modification 1 I will get 20% extra torp traverse speed. If my math is correct, an extra 20% makes it at 91 knots. Can this be correct? It sounds unreasonably high! And also, what would the highest torpedo speed in the game be with all the modifications and command perks added together? Thanks!
  10. SaxonHoliday

    Shimakaze: "IT'S HAPPENING!"

    https://www.reddit.com/r/WorldOfWarships/comments/64phdi/wows_qa_064/dg42ezw/ Shimakaze is going to get a spotting range buff for T93m3 and F3 torps in 0.6.4. The thing we thought would never come, is here now. A buff to IJN (well, just Shimakaze and Yuugumo for now) torps. Amusingly, this comes after that famous screenshot of S_O saying on Discord, "it's more complicated than just slapping a buff on their concealment".
  11. Je pense que les vitesses des torpilles allemandes ne sont pas celles annoncées! Positionné quasiment dans les 2 heures du North Carolina (presque trois quart avant gauche du navire), je suis à plein régime, à moins de quatre kms, il est caché derrière un rocher et vient à ma rencontre, le North n'est pas en mesure de me détecter, pas d'avion, ni d'ennemi entre nous, ni à courte portée, je lance mes torpilles de tribord alors même qu'il n'a pas encore eu le plaisir de me voir, je me fie au cône de tir... Torpedo loss! Et là, stupeur, mes torpilles mettent des plombes à arriver, laissant cet %@!# changer de cap et esquiver mes torpilles! Elles sont passées derrière lui, le cône de visée était formel, j'allais le couler, j'étais A moins de quatre kilomètres! Ce foutu NC a pu esquiver cette salve de torpilles comme par enchantement, ensuite patatra, j'ai pris dans les dents sa seconde bordée et au revoir le Graf Spee! Comment se fait il que je suis avec mes jumelles, que je vois sa foutue étrave apparaître et qu'ensuite, ce beau navire vire de bord légèrement et s'évade alors que mes torpilles ont fait plus de la moitié du trajet et lui passent au ras! sa vitesse de braquage lui permet pas, à ce gros cul, de virer si vite et d'éviter! C'est pas honnête de laisser ces navires s'évader si vite à ces distances, il aurait du en prendre au moins UNE! Déjà que les dommages de torpilles ne sont plus réalistes... Les râleurs changent de camp maintenant! Avant c'était les cuirassés, mais là, c'est pas cool pour les destroyers! J'ai eu le Shimakase, le Tashkent... Vendus, j'apprécie plus ces navires. J'ai le Gearing, Akisuki et Yogumo... J'adore! Ne cherchez pas des excuses ou ne me mettez pas en faute, je sais comment on tire ces foutues torpilles mais là, c'est inexplicable! Je pense donc, que les torpilles ne sont plus celles qu'elles étaient, à moins que ce soit fait exprès pour que les BB soient à la fête
  12. We all know how it goes we get into a good Position up Close and something like this happens: Telepathic sensor goes on and the 2ed you lanch the ememy lanches a Scout while he wasnt up the 8 km closing in on him with predicable results: But then something strange happed and it dawned on me ! you dont Need stealth the more visible they are the more likely they hit! Be be Fair the last Torp hits were on the same Target that was hit the by visible Torps he maneged to not Change either Speed or directon for 2 Minutes! So in a Nutshell: it isnt hard to hit as long as you hit at above 14km with the most Visible Torps in the game so its Time to reinvent the Torp Walls! Long live the Long Lances! (and yea i need better vidio edting Software sorry for the low Quality)
  13. philjd

    DD Drivers

    Guys (Gals) to all you successful DD drivers out there, well done, I congratulate you all for doing a very difficult job well. I've just started down the IJN DD line and boy is it hard to hit something with torps and avoid getting sunk trying to launch them - yes, I know I need to 'git gud' and watch some U-tube, read the guides etc etc - just thought I'd tip my hat to the people who have written/made the stuff in the first place. cheers Phil
  14. procrastinatingStudent

    British cruisers torps spread

    maybe i have missed this on the forums but did we know that "UK cruisers [have] the ability to launch torpedoes one by one." source or am i missing something? i don't mind this change, in fact i like it more variety and all that stuff, i don't thing it will make too much difference other than let people make there own spreads. thoughts?
  15. TheodorosK

    0.5.3.0 Torps

    Why the torp marker is so wrong. Even on wide spread the torps are missing and the enemy ship just outrun all my torps even on wide spread ?
  16. reiterkast

    Torp bomber off map angriff

    ich wollt ja mal rückfragen ob das erlaubt ist
  17. Spaddos

    Viel Rauch um nichts.

    Ich rede nicht lange drum herum: Vor lauter Rauch und Explosionen auf und an meiner geliebten Blyska konnte ich keinen CA auf 2km sicher zum sinken bringen. Der Rauch war so dicht, dass ich den Vorhaltewinkel nicht erkennen. Leider sind Grafikeinstellungen zahlreich und nicht so detailliert, um das Problem effektiv anzugehen, daher meine Frage: Gibt es eine Einstellung, die ich da optimieren kann? LG Spaddos
  18. SENAdmiral

    Kiev torps question

    So, I wonder what mean, in practice the upgrade of torps on Kiev, since there are an "+3 torps" on upgraded version (the ones with more damm but less speed) ?... I mean, BOTH choices offers you an double 5 (5 x 2 ) torps on water, so WHERE are those extra 3 torps from so called upgrade ? Cuz right now, are no difference at all, in numbers, aside of speed and damage, in practice, between two kinds of torps, both of them use the SAME torp number : 10. Its that an graph error / info card error ? Thanks in advance for your answers.
  19. Hi I was wondering what destroyer line would be best to grind. I don't know much about the two so I would very much appreciate help on what they play like.
  20. As you can see, the panel say that the reload time of the torps are 44 secs, whle in the game is more than 1 minute
  21. SgtG_2

    Down grade

    Hi all I don't know about you guys but I feel the DD's are now not worth much, the smoke is a joke now and the torpedo's have been dumbed down the type21 now has no hitting power in fact the DD's just have been nerf'ed so are not worth playing with! Well that's my opinion anyway
  22. Yikez

    Buggy as Hell?

    Just playing this morning after an update to 0.4.0 and seems to have nothing but bugs in game-play and in the maps. Keep loosing the ability to fire guns and torps. Sometimes they come back on-line but usually get killed before that. Then all the enemy ships disapeer in another game and I loose my shooting ability briefly while hell rains down from invisible ships. Dead again. Last game had map bug. Could not select Map. Then all ships appeared to be in destroyed colours but not rendering on map and yep you guessed it hell rained down from semi invisible ships yet again and I lost the zoom to shoot ability to? Never mind Open Beta it Seems to be Sucking compared to Closed Beta? Hopefully Wg are aware as I do not have all the info they require to create a 'ticket' plus too pissed off now!
  23. TomBombardil

    Skill in the CV class

    Exert = way of showing (He likes to exert his authority) Skill in the CV class Hopefully augmented post will have more impact than spamming OP/underpowered. First of all I would like to thank anyone who commented on my previous topic. Especial the argumneted one's Yang_Wenli (many great comments),Loran_Battle, Deckeru_Maiku, Vaderan, Takeda92, mtm78, Zaods, (name link = there comment). After a weekend overthinking and playing I will try to implement many cv topic (and comments) in this essay. 1. My conclusion remains that the competition between cv players, or better said ability to exert(=way of showing/using) skill difference is completely removed in the CV class. Above this, the implement of last (hidden) nerf makes, that your almost only able of hitting targets who are not paying attention. If they (or ships near them) pay the least amount of attention than the workload of hitting increases astronomically (as Azell said: “0.3.4 - im tired after every game”). As the “clicker class” topic elaborated, auto aim becomes better than manual aim, the only thing you need to micro is the approach path. Too bad the result of dragging the approach path is EXTREAMLY bugged (turn rate). Lastly the need of a Monster of a pc is also needed, as you need to immediately notice any change of turn rate of your target. Any lag or low fps will ruin any change of predicting movement. 2. As you might have notice with original post, I didn’t even bring up the balancing of the actual dmg dealing units, or there survivability compared to AA strength. Since balancing is really hard and I do agree that if you take the BB>CL>DD>BB circle. Where does the CV stand? I detain from these nerf(/buff ) spamming posts since my opinion (as a CV over other ship type player) will of course favours the buffing of the cv. (but I really do think (just as Ichase) that the CL’s AA ability is a insanely good, easy to use, ability. And a HARD HARD HARD counter to CV’s). And If the CV is so overpowered, why don’t you see more of them. Wont you want the best ship in the game. So isn’t the % of ships type a good indication of % of overpoweredness. (this is again an explanation of the amount of topics, fewer played will get fewer buff requests) I wanted to point out that these findings are mostly(only) based and apply for tier VII and higher, since low tier should be educating and not skill comparison. And also that I don’t have the slots for lower tiers ships (any type). Balancing By the extreme! As the CV is the worst ship type in game, only the view who actually still enjoy playing it, will probably be good and skilled cv will have a bigger impact than a non. Add up that, in any game, the impact of skill variability of a “map controller “ types is bigger. Inherit adding a cv to a skilled (and stacked) division will greatly improve there win change . IF the CV will ever be played professional than map dominance (vison) will become the only role of the CV Continuing the tier 10 cv is only give to proven CV players, no wonder it will dominate. It is a really bad reference for your standard deviation. Also It’s a tier X it should dominate , it’s always the highest tier. When you (normally) reach tier 10 you had a lot of games, inherent practise. And as the saying goes: Practice makes Perfect. Burst dmg setup. Many comments are about the high burst dmg potential of a cv. And complain that there is no counter (This last point I HIGHLY debate and is based on your experience). But is this surprising when the high dmg setups are the only viable option on the committed CV’s (no Lex/Ranger). Because the fighter setup is a Lose/lose situation. There will either be no CV to counter or the burst setups will always out dmg the defensive setup as a result of slipping true the cracks and death = instant return trip. As Aeronn said it: “ burst setup will be more useful as 2 enemy fighter setup cv’s, because you only take 1 slot”, There Useless. What you Fix with viable ship setups that include fighters: Max dmg potential, since you give up some dmg to be able to counter/defend the squads. Cv = cv counter , and not the 50/50 who finds the other CV2 first, 2 min gameplay. Limited strike possibility (fighter zoning TB) reduces the DPS potential even more Brings back skill in CV vs CV battles. Clickers, who already have absolutely no impact in my gameplay as a non cv, Will be punished even more. They have given (again hidden change) DiveBombers more burst dmg this makes committed fighter load outs a little bit more viable (As you notice more fighter setups in game). But this still doesn’t address the skill issue. Because: They’re really bugged The aiming and RNG are completely bonkers, the risk (missed aimed)/reward (hitting) of manual aiming (even for very skilled players) is almost only risk, only targeting a CV manually is worth it. Against a cv, the burst dmg setup will still be able to have bigger impact, since there bombers do also more dmg (and have more). Torp Bomber are and will remain the major source of dmg, CV players can actually predict how there launch will behave (compare to the DB), Hench an ability to exert skill. And targets can do more to avoid this dmg than just hoping RNG is in their favour, again an ability to exert skill). If you want a committed upgrade load out deferential, do it with nations. Jap: only burst & intermediate. USA: intermediate & fighter set. As so far the only major difference (apart from balance changes) I encounter in the Jap/usa is the amount of groups and micro potential that comes with it. I think the intermediate jap setup now is viable. As some fighters are better than none, without giving up to much of your dmg potential. In the land of the blind, ONE eye is king! No counter? About what can I do against incoming wave of planes ? Well what can you do against an incoming barrage, or a torp wall. Exactly the same thing, evade, with the added benefit that you can actually shoot down planes, especcialy when your a cl and in a goup. I haven’t been able to shoot down shell, or kill torps jet. This obvious huge drawbacks comes with the benefit of huge range. Forcing movement & focus One of the replies (Vaderan) brought up this point, as I had not even though of this, he made a valid point. Until I actually thought about it. Isn’t the ability to force movement inherent of ANY source of dmg (hence my initial not thinking this is a cv unicum). in the mind-set of ships. BB zone a Hugh area, as they have huge range. In defence, The detection of that incoming source of dmg is also huge, as they have a huge deteciton range. Cl, middle ground between DD and BB DD, highest burst, with ferry low detection of the source (the DD), and the dmg itself (torps). And those 2 don’t even have to line up. CV, high burst, can come from any direction. medium detection range of dmg source. (ship itself is even zoned out by a DD). Using this, the best ship who can disable you by forcing last minute movement, creating a higher possibility of “devastating” movement, is the DD (they have stranded me many times). And in the “zoning” department the CV loses by far. As games are won by either capping or killing (not stunning or disabling) . Zoning does impact games, as I doubt “force movement” does. Lastly IF this “forcing movement” is the cv only major ability. It would be really under power (as other ships can do the same). Above that you still need the stars to align, lone enemy, nearby cliff (freely manoeuvring is even harder to hit), 3th party that has profits from this. Torpedoes (again) In my original post I mention torp’s in particular arming range of torps. There are many complains about these. Implementing/changing the arming range will open up a way of implementing RNG: Having a standard deviation distribution, of arming torps (mean = given number) Skill exertion: knowing your Arming range (if no activation line is given) Balancing possibility’s : Give/hide activation line. Give low tier line (learning), high tier not (skill) Or captains abilaty Mean & standard deviation of arming range can depended on: Tier ,class, nation Dmg range Comments on Other Topics Topic: "Carriers: low risk/high" To atomskytten As many have said before me. Play the class before you post one sided (receiving) essays. Read Section “enemy movement & skill” of my original topic Torp over land masses: see point 1. Than you should also implement risk of hiding there, shallows/risk of flooding Implement different arm range instead of approaches range will address this a little. CV = hard BB counter The ship itself is already really bad (as it should be) Topic "hidden nerfs" PLZ warming give at least for the beta a Changelog instead of these uncompleted patch notes. Also see/support “Readable Changelog! (petition)”. (this post is over exaggerated since i had not found the “patch notes” log jet. Did they also change the speed of the TB torps? Topic: "CVs road to "clicker" class is almost finished" Best topic/post around. If war gaming truly wants a no skill game, there on their way. I thought top tier ships required skill to have a impact. else you would be slaughter, guess I’m wrong again (so far). Comment replies: To: General “OP comment’s Shout louder” comments. Thx for the warning. I hope these argument Essays will have at least a (havier) impact than all the short un-argument comments. As it shows that I actually took the time and effort for it.Plus these essay are not easy to write, especially since I’m not a native English speaker and I spell like sh*t, even when I know the word it still is a struggle how to spell it (To align (aleing), Exert(extor/exhert/..), mention (mangition)). It took me 5 hours to write and 1 hour layout & links. To: Caljostro See “Balancing By the extreme” part. (in summary the same as Yang_Wenli and Zaods posted) I have played with and against this player (as CV and as a other type). And he is good, but I don’t think include him in the best around. Strengthening above mentioned part. To mtm78 Thx for reading and commenting, Sarcasm in writing is really hard to read, so if you do make it clear. As many have said before me. Play the class your respective tiers! You repeatedly mention a good player, read that players own comment, and follow it (= see point above) Mention players is tier 10, inherent a good player , see”buffing by the extream” At Takeda92: Totally agree. Why is this one hit potential bad? As any ship type (USA Cl excluded) can do this with a well-aimed shot. Not even the need of target/whole team playing bad. THx again For Reading this, hope war gaming will at least comment on this because (as mention): These essay are not easy to write, especially since I’m not a native English speaker and I spell like sh*t, even when I know the word it still is a struggle how to spell it (To align (aleing, alhine,…), Exert(extor/exhert/etc), mention(mangition)). It took me 6 hours to write and 1 hour layout & links. (How many spam posts can you post in that time?) TomBombardil. PS, should I make “mini” post with the self-sustaining parts? eg: Torp’s, (as it seems like spamming is rewarded?)
  24. Hello there wargaming, I quick suggestion in regards to the torpedo arm time. At the moment the torps arm themselves at an incredibly short distance and gives a slight edge for the destroyers and cruisers when they get up close and personal. In real terms, torpedoes at the time would have needed at least 500 metres to arm themselves. And it kinda kills the game, just a little, and I feel that if you were to increase the time at which a torpedo arms itself to say, 7.5 seconds, this would make the game more realistic and even it up a little. Since you already have carriers sending torps, in combination with destroyer launching from 5 metres away, it leads to some very interesting steering. Now i know what some of you will say 'oh but its a game not real life', well my answer to that is simple. If your going to go to all this effort to make the ships look and feel as realistic as possible, then certain aspects of real life need to be implemented into the game, otherwise the realisticness of the ships gets severely undermined by the arcadeness of the unrealistic aspects. Apart from that great game, thoroughly enjoyed. See you all on the field of battle.
  25. KptStrzyga

    TKing with torps

    WG, why not make torpedoes harmless against ships from own team? Team killers and trolls will have one less tool to annoy others. Or make torps do half damage to friendly ships. If this poor destroyer would survive my hit with few HP left I wouldn`t feel so bad with it but it happend so fast..... Poof and omg Sims is gone.
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