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Found 93 results

  1. This week, played more than 100 high tier DD games, and all of those games had atleast 1 radar. In some games, I had 4 radars against me and in my team too sometimes. It felt so difficult to cap and deal damage to BBs because they camp. It's no fun not only to me, but to other DDs too, even of enemy. So how about a DD can get radared a total of only 5 times or for a total of 3 minutes a game irrespective of number of them. Just a suggestion. I always cared for objective and victory, never for damage. So it doesn't affect me as only issue I have is I can't cap with so many radars.
  2. Yueyang is breaking the TX DD balance

    Hello all, I know I will likely cause quite the lively discussion and there will be people who disagree with what I'm about to say. I shall try to remain as objective as possible and would like to ask you to do the same. It has been a while since the introduction of the pan Asian dd line. I didn't want to jump to conclusions prematurely so I gave it some time, observed, talked to clan mates and started playing the ships myself (currently at chung mu). As it stands now, however, I feel confident to put forth the statement that I consider the Yueyang to be unbalanced in its current form. Let us compare it to the Gearing for sake of ease, as both are very similar: Concealment: 5.8km best in tier by 100 to 200m respectively. Speed and maneuverability: 36.5kn. Half a knot faster than its American counterpart, bonuses further escalate this in the Yueyang's favour. It also turns better Guns: identical. Hp: Yueyang has 700 fewer hp than gearing. Torps: 68kn. 2kn faster than gearings. 13.5km range, 3km fewer range. Damage is identical, concealment a bit better. Utility: both get speed boost and smoke. Gearing can trade its speed boost for def aa, Yueyang can trade smoke for radar. Now let's put these numbers into context. Random battles: The Yueyang will only be outspotted by Yugumos and Kageros, allowing it to contest caps. It cannot torp dds, but almost always has a guaranteed first shot on its side. This, combined with great dpm and a max damage per salvo of almost 3k make her health disadvantage irrelevant. It can engage cruisers successfully due to its stealthy torps, as it can bbs. When using smoke it has the same damage potential as a Gearing. It is only threatened By carriers and z-52s. When running radar it can dominate a cap even against multiple dds, provided it gets fire support. The fact that its average damage on the server exceeds any other dd, including the Khaba, is Testament to this. Competitive/CW: In competitive it has become the dd of choice since it allows for the mobile deployment of radar. I won't go into the way typhoon and Hurricane clans use her, but she simply dominates the game there. This is not solely due to great play, which in itself would be fine, but due to her versatility making the other dds irrelevant. I would suggest slight nerfs to her, beginning with bringing its concealment and maneuverability in line. The fact that this hybrid outspots a dedicated torpedo boat is laughable. Additionally its guns or hp could be nerfed ever so slightly if the aim is to keep its torpedo armament and consumables untouched. I hope this doesn't come off as too much of a rant, but I truly believe the ship is too good in its current form.
  3. Balancovaný MM

    Ahoj, předpokládám, že se tato zpětná vazba s odezvou moc nesetká, ať už kvůli malému vzorku dat, nebo prostě proto, že nejsem dostatečně platící zákazník (alepsoň tak mi to bylo naznačeno na WoT fóru). Hlavně bych se totiž chtěl zeptat, kdy dojde k tvorbě bitev s vyváženým MM. Ve World of Tanks se jim to už povedlo a ačkoliv 3-5-7 systém není možná utopisticky ideální, nestává se, že by na jedné straně byly tanky vyšší úrovně než na druhé. Tento problém ovšem na lodích máme a to docela často. Tak například hned první screenshot v příloze. Vážně vám přijde fér, že jeden tým má tři osmičky a ten druhý má pouze devítky a desítky? Ten den se mi to stalo dokonce dvakrát (druhý screenshot jsem nedělal, měli jsme 2 osmičky, oni žádnou - tentokrát jsme to ale vyhráli i přes to, že nám MM hodil fůru klacků pod nohy). Upřímně, ale toto není ten největší problém, který mě trápí. Samozřejmě, že je lepší mít vyšší úrovně, ale když tam hodíte pár zásahů do citadel, tak je vám úplně jedno zda jste trefili Yorcka, Hippera nebo Roona... Jak jsem řekl hned na začátku, přítelkyně si dělala statistiku a skončila u čísla 36 protože toho prostě a jednoduše měla dost. Počítala bitvy, ve kterých nepřátelský tým měl více torpédoborců než náš... U čísla 36 přestala počítat s pár docela sprostými slovy... Ono ani nejde o to, že je to snad v každé druhé bitvě. Jde o to, že tým, který měl více torpédoborců ve 36 případech prohrál jen 5x... Stručně řečeno, pokud to ten tým nepodělal hned ze začátku nějakou torpédo-kamikazí a torpédoborce jim přežily první 3 minuty, tak jsme to měli spočítané. Mít o torpédoborce víc je mnohdy až neuvěřitelná výhoda. Poslední dobou jsou populární bitevní lodě a tým s více torpédoborci si je vklidu posílá pod vodu. Potřebujete obsadit oblast? Nevadí, tým s více torpédoborci je prostě flexibilnější a rychlejší. Samozřejmě to funguje i opačně. Má-li můj tým více torpéďáků, je celá bitva mnohem snazší (pokud nepadnou během prvních 3 minut). Z posledních 7 tkových, kdy jsme měli více těchto borců, jsem prohráli jen jednou... Já fakt nevím, kde je problém. Ve špičce je online až 27 000 hráčů. To je tak těžké zařídit stejné počty torpédoborců na obou stranách? Už jsem to zkoušeli i oblafnout tím, že jsme vzali do čety 3 šestkové torpé'ďáky a nepřátelé měli 2 šestky a 2 sedmičky... Nevadí mi mít celkově tým nižší úrovně, nevadí mi když mezi sedmičky někdo dotáhne čtverku (ve WoT to vyřešili), ale prostě tahle nevyváženost torpédoborců je stupidní a hru to vážně kazí. Máte-li více torpédoborců, je hra z poloviny vaše. Jen to totálně nepokazit... Vážně to chce už změnu. Nebo rovnou zaveďte 2 letadlovky proti jedné, vyjde to nastejno... (Jinak, než někdo začne nadávat, jaká jsme rajčata - jsme standartní normální průměrný vzorek s poměrem vítězství 50%. respektive 52% u ní...)
  4. Who needs balance anyway...

  5. Noch eine CV Idee

    Hallo, um das andere Thema sauber zu halten poste ich das mal hier. Wir haben ja aktuell keinen aktiven CV Diskussionsthread. Viele bemängeln ja das sogenannte Dauerspotten durch Flugzeuge, da diese sich bei jedem Schiff so gut wie außerhalb der Flakreichweite halten können um das Schiff zu spotten. Mich persönlich stört es auch, dass man als CV kein Spezialmodul nutzen kann und nur 2 aktive Fähigkeiten hat, nämlich DefAA und Reparatur. Mein Vorschlag wäre daher: Wir reduzieren massiv die Spottingrange durch Flugzeuge und zwar runter auf 1km. Das würde bedeuten, dass jedes Flugzeug ein Schiff auf Maximal 1km Entfernung spotten würde. Damit wäre die Staffel gezwungen, bis in die Shortrangeflak zu gehen um das Schiff offen zu halten, was auch die schnellere Abschussmöglichkeit beinhaltet. Allerdings müsste dann hier auch die Flak dahingehend geändert werden, dass StealthFlak nicht geht. Heißt also, dass ein Schiff aufgeht sobald es die Flak benutzt. Ein Schiff, das im Nebel steht und Flak nutzt bleibt weiterhin verdeckt. Um den CV als Spotter aber nicht komplett rauszunehmen spaltet sich hier meine Idee in zwei Wege. Erstens: Man gibt den Jägern Hydro (5km Reichweite, 75s Dauer, CD 90s, Aufladungen 3) oder Radar (11km Reichweite, 30s Dauer, CD 120s, Aufladungen 3). Damit schafft man Platz für eine dritte aktiv nutzbare Fähigkeit. Dazu kann man dann auch die Module für Hydro oder Radar nutzen. Spotten wäre nur über die Jäger effektiv möglich, was den Kampf Jäger gegen Jäger wieder etwas in den Vordergrund rückt und wenn die Jäger leer geschossen sind ist ein Spotting gar nicht möglich solang sie auf dem Weg zum Träger sind um nachzuladen. Zweitens: Man führt eine neue Art Flugzeug ein. Ein Aufklärer (2 gleichzeitig in der Luft, 4 als Ersatz bei T8) dem man dann Hydro (siehe oben) oder Radar (siehe oben) gibt. Damit würden die Jäger vom Spotten größtenteils entlastet, was dann nur noch effektiv über den Aufklärer möglich wäre. Egal welche Variante man nimmt, damit könnte man die Spottingmöglichkeiten einfach ballancen, in dem man das Hydro / Radar anpasst wie man es benötigt. Das dauerhafte Spotten fällt damit komplett weg. Außerdem wäre der CV dann auch mehr auf das Team angewiesen, was Schaden verursachen angeht. Denn er könnte dann nur Ziele sehen die aktuell gespottet sind.
  6. battleships

    hi captains has anyone noticed the over proliferation of battleships in the current meta . you go to play a game and wow 270 bb's 10cl's and 8 dd's waiting and this is not a one off... serious balance issues going on.
  7. Hi, Im not CV player, have just few games under my belt, but when I see how big difference in skill can be between two players Im sometimes thinking how to balance it. What came to my mind is obvious from topic title: What if CVs havent any fighter squads? - basic skill difference between players is strafe ability, there all begins and ends, if CV on one side dont know how to strafe his game is ruined (and usualy his team also) - they will not need them to protect own planes agains enemy CV (since he hasnt fighters also) - skill difference will be about timing and choosing right targets to strike with bombers/torpedos Is there any downside except less things to do for CV player? I know you enjoying strafing noobs like me, but what happend if you cant? Will be CVs still enjoyable for you without fighters/strafe or its essential? Something to compensate lose of fighters (like scout planes without guns just for spotting)?
  8. Moin moin! Nach zig tausend Gefechten ist mir mehr und mehr klar geworden, dass fast alle US und UK Schiffe dringend einen massiven Buff benötigen. Ich nehme mir hier als Beispiel die das letzte Schlachtschiff im US-Baum, die Montana, raus. Trotz der letzten Buffs für dieses Schiff kann sie kaum mit der Konkurrenz mithalten. Yamato hat Kanonen denen Panzerung komplett egal ist, 26km Reichweite und viel zu starke Sekundärbewaffnung ""Großer"" Kurfürst (*edited*) hat mehr Trefferpunkte, bessere Hauptgeschütze, bessere Sekundärbewaffnung, Hydro, und eine bessere Panzerung. Conquerer war mal in Ordnung, ist aber seit dem Nerf unterirdisch und nicht mehr spielbar. Warum war das notwendig? Ich würde eine massive Steigerung der Feuerrate (historisch richtig, US Schiffe waren bekanntermaßen den Schiffen der Faschisten glücklicherweise deutlich überlegen) Das ist hier nur ein Beispiel, es gilt aber für fast alle Schiffe im US und UK Schlachtschiffbaum. Historisch gesehen waren diese Schiffe deutlich besser als ihre japanischen und deutschen Gegenstücke und das sollte auch im Spiel so abgebildet werden, nicht zuletzt um nicht den falschen Eindruck zu erwecken das die japanischen und besonders die deutschen Schiffe eine echte Option sind *edited* *Dieser Beitrag wurde von dem Moderatorenteam aufgrund des folgenden Verstoßes bearbeitet: Verstoß gegen Regel 7
  9. Failed Ranked as a symptom of greed

    There are 2 big problem with this season in my opinion and this is repeating 1. Premium ships that dominate regular: Loyang, Kidd, Alabama this is not OK, so players are pushed to use real money for win 2. Unbalanced MM when one of the team has CA's with radar and DD's with hydro and the other team has nothing When this happen all the time the last team lose This is not OK, losing from start means a BIG FAIL
  10. Nerf Royal Navy High Explosive

    As the name of this thread implies. RN high explosive, especially on battleships, needs to be nerfed majorly.
  11. Vorschläge -Kreuzer

    Hallo Community. Ich möchte hier einmal das lange und teils wehleidige Thema der Kreuzer ansprechen. Wie ihr wisst sind Kreuzer nicht die größte,schnellste best gepanzerte oder unauffälligste Klasse aber dafür die vielseitigste. Sie bestechen durch diese vielseitigkeit und sind in der Lage dadurch viele Rollen im Spiel zu erfühllen. Luftabwehrfeuer zu geben (Def-AA) , Zerstörer zu finden und zu jagen (Radar/Hydro) und durch die Hauptbewaffnung schaden zu verteilen. Sollte man zumindest meinen. Kreuzer trotz ihrer eigentlich wichtigen Rolle im Spiel , sind grade in höheren Tiers leider sperrlich gesäht. Oft ist es so das man Matches findet indenen 4-5 BBs 2-3CA/CLs und 4-5 DDs auf jeder Seite stehen , CVs mal ausenvorgenommen (Keine Kritik am MM) Und diese paar CA/CLs sollen dann im Optimalfall die BBs vor Flugzeugen schützen , die eigenen DDs beim Cap einnehmen schützen, feindliche DDs jagen und Schaden machen... Man muss kein Mathematiker sein um sich ausrechnen zu können dass dieß im besten Falle "nur" schwer möglich ist. da die dann eh schon sperrlich gesähten CA/CLs dann eines die Lieblingsziele der zahlreichen BBs sind , verstärkt diesen Umstand noch. Nun wie lößt man dieses Problem... Ich hab mir ein paar Gedanken dazu gemacht und würde mich freuen wenn man sich hier darüber austauschen könnte (Egfal ob Zustimmung oder Ablehnung) In erster Line denke ich mir das man das CA/CL fahren interessanter/attraktiver für neue spieler gestallten sollte. Wie man das bewerkstellingen soll ohne andere Forschungsbäume "schlechter" zu machen ist mir allerdings ein Rätzel. Man könnte zwar 7.B Kauf und/oder Forschungskosten weiter senken nur dieß würde wahrscheinlich sehr negativ bei anderen Klassen aufstoßen.... Ein anderer Vorschlag wäre den Kreuzern endlich alle ihre Spezialfertigkeiten zu geben. Ich spreche hier explizit von der Combo Hydro/Radar-Def-AA. Grade bei den Japanern/Briten/Franzosen und Deutschen Kreuzern muss man sich aussuchen ob man Hydro/Radar oder Def-AA ausrüstet und ich frage mich da nach dem warum. Das kann keine Balance-Gründe haben weil im Low-Tier bereich mit der Duca hat es funktioniert , Russen und Amis haben zugang zu sowohl Radar als auch Def-AA (Sogar das neue Premium Britten BB auf T7 soll diese möglichkeit bekommen) dann frage ich mich warum nicht alle Kreuzer regulär diese Möglichkeit bekommen , weil den Nationalen "Flavor" der Schiffe würde es nicht Stören aber es würde sie ihrer Rolle als unteranderem Supporter deutlich unterstützen. Ein weiterer Punkt um Kreutzer atrraktiver zu machen wäre evt eine Anpassung des Wirtschaftssystems und Reparaturkosten (grade im Mid und High Tier könnte das Leute ködern statt dem "teuren" BB den "billigen" Kreuzer ins MM zu werfen. Da es diese Mechanik aber schon gibt wei ich nicht in wie weit es möglich und vertretbar wäre daran rumzuschraben. Man will ja anderen Spielern nix versauen bzw. jemanden übervorteilen.... Und es gäbe die möglichkeit eines Hardcaps im MM (ich weiß sehr leidiges und unschönes Thema werde ich deswegen auch nicnht weiter drauf eingehen) Nun ich würde mich auf jeden Fall über austausch an Meinungen zu diesem Thema freuen und bin gespannt auf eure Meinungen. Ich muss an der Stelle noch sagen das ich alle Klassen außer CV fahre und am häufigsten in Kreuzern stecke, man kann kir also den Bias-Stempel aufdrücken wenn man den so möchte :P Zudem bitte ich alle hier sich lieb zuhaben... wer an diesem Thema nicht telhaben möchte muss es nicht und niemand muss hier unqualifizierte Kommentare u.ä abgeben oder gar beleidigend werden, das gibt es im Forum schon zu genüge. LG und Ruhige See.
  12. Here I have a list that needs nerfing/reworking and my suggestions on how: British battleships - Fire chance should be greatly reduced, their overpowered heal should be set to a heal that is marginally better than their counterparts, and on higher tier ships their AA should be reduced a little Cruisers - Increase rudder shift time, increase turning circle radius, decrease RoF with high explosive loaded Belfast - Remove Radar and smoke Flint - Remove radar and smoke All Battleships - increase accuracy, reduce the chance to be set on fire HE in general - reduce fire chance and decrease RoF Large guns (above 283mm) increase RoF and increase accuracy Until these changes or something similar is implemented, the Belfast, Flint and British battleships should be BANNED from Random and ranked battles
  13. Hipper and Eugen DPM problem

    Hello I usually don't post on the forums, however there is something I would like to tell the dev. team about. Recently you said that there are no plans on buffing Hipper or Eugen. It has been said that in your opinion they perform just right. Now i looked at their stats and immediatly noticed that both ships are underperforming in almost any way. The recent changes didn't help solving the issues the german T8 CA's have, which is terrible DPM. So my question is, can you look at these ships a bit more and make them at least competative to all the other T8 cruisers? They really need a bit love.
  14. Can someone explain this?

    So i did a game in the NC. I see a Des Moines about 18km away, fire a broadside and RNG says no ofc, but one shell hits and it overpens but for 5633 dmg. Is this the crap we take in our DDs all the time? "Overpens"? No wonder BB's can blap DD's with ease
  15. My annoyances with Destroyer gameplay

    Hello all who takes the time to read this. I normally wouldn't post whine threads. But there have been some minor and major annoyances. And I bet other people might have these as well. The opening post will be quite a bit long. It is also written from the point of view of someone who plays destroyers for the majority of the game. I enjoy these little buggers and dislike the slow and lumbering game play of the battleships and cruisers feel more like victims more than anything else. Now, if you look at my stats (they are public) you'll see that I 'only' have +/- 900 matches in a DD and 'only' 1800 matches in total. This does leave me open to the 'git gud' and 'get more experience' argument. While this is not as much as an argument in and of itself, I do believe that I have taken a fair bit of time to learn the game mechanics in details. That said, even if I lack experience, my performance is consistently slightly above average. It is my intention and hope to play/get a game that is as balanced as possible. It is not my intention to promote making 1 class overpowered compared to the other classes. However, I cannot be entirely without bias. The post is split up in several 'subjects' as per below. Concealment and Stealth firing RADAR/hydro Torpedoes Damage from battleships Maps Closing 1. Concealment and Stealth firing The general mechanics to concealment are actually quite well thought out in my opinion. With the exception of a few ships (Shimakaze and Conqueror spring to mind). However, lately it seems like concealment is not nearly as valuable as it used to be. Concealment is being countered in a number of ways. Soon there will be another change in the form of the smoke changes. What these changes entail is not really set in stone right now (to the best of my knowledge). So I will skip over them. As for smoke counters it is not just the usual suspect of hydro/RADAR. But also simpler things like torpedoes, torpedo bomber planes, radio location and shoot 'blind' with a spotter plane. In the old days the concealment had another option. The ability to shoot ships in the open without being seen or shot at yourself. This used to be the base concealment +4km for destroyers. However, ships like the Fletcher could get a range of up to 15km. This means that it had a maximum detection of 5.8km+4km=9.8km. Meaning that everything after 9.8km it could shoot at without it being seen itself. Now the Fletcher was a bad ship to do that with, since it had incredibly slow shells. But there were other Destroyers that were quite good at doing that. While I understand and agree that you should be able to see what is shooting you from the open or it creates frustration. It did damage destroyer game play amongst each other. The way it worked before the nerf was 2 Destoyers entered a cap together. They eventually detect each other and a short but severe firefight started between them and their supporting cruisers. Effectively starting the engagement. Torpedoes would be spammed if there was time. The loser was the Destroyer that got destroyed or smoked up. By smoking he was basically forced out of the cap. Staying in it and wait out your smoke gave the other DD oppertunity again later to scout you, kill you and smoke up himself. Since he did not have to use his lifesaving cooldown. The victor on the other hand did not have to do anything but dodge torps. The reason for this was that at this point, the DDs allies were all out of range to spot or in/behind smoke. This left the winning DD with the cap and still a remaining consumable. The problem with the current mechanics is that there is almost always a ship within 11,8km (stock Fletcher gun range as a reference). This means that when 2 DDs spot each other early game BOTH need to smoke up and play passive or they will both be taken down. Below is an example scenario of what I meant. I have taken full-stealth Fletchers with stock range module. This means 5.8km concealment and 11.8km gun range. The green Fletcher has the old system applied to him, the red one the new detection system. The removal of stealth firing did more than just remove the ability to fire from stealth in the open. It also ruined DD combat between the DDs. There is not really a way to outplay each other anymore. You both need to smoke up and hope for lucky torp hits or a detonation. I suggest to change it to a hybrid of both mechanics. Meaning that the direction you shoot at, you are detected for your maximum gun range (if not blocked by LoS blockers). But for all other directions you get the flat increase as per previous mechanics (4km for DDs, 6km for CLs and 10km(?) for BBs). This means that you can't shoot ships from the open without being detected, but you can still fight the fun fights like you used to be able to do. 2. RADAR and hydro RADAR and hydro are implemented as counters to smoke wielding ships. Be that either destroyers or cruisers. This is an ability that I applaud. Every game should have ways to balance and counter each other. The existance of RADAR and hydro itself is not a problem to me. The problem for me is the way it is working at the moment. RADAR and hydro are both complete i-win buttons. If a ship is in smoke, you just pop RADAR and he will be detected for the duration of the RADAR as long as the RADAR lives. The problem with this is that there is hardly a counter play to this. If you look at ships like the Des Moines or Belfast, their RADAR range is incredibly close to their concealment (not even talking about the Black which has RADAR range higher than its concealment). Which means that these ships can creep up to a smoke, RADAR and kill them without being seen (if they play it right). The only counter for this currently is staying at least 10km away from both or hide behind an island and using that as armour. Another problem is that RADAR is absolute spotting. With that I mean that it can spot everything and everyone within the range. This is a bit counter intuitive. This isn't a problem when there is just 1 or maybe 2 RADAR ships on a team. But when you get 3 or 4 or even 5 this leads to being perma spotted. It is incredibly difficult for a high tier DD to play when perma spotted. Especially if the team isn't pushing either. You are basically forced into supporting role only where smoke is actually a detriment to your own team more than anything else. The third problem is the fact that matchmaking doesn't take RADAR into account. RADAR is an extremely powerful tool that completely counters DDs. It is not rare to see a team consisting of Moskvas, Missouries and Des Moines's versus a team of regular BBs, Kutuzovs and RN CL's. This automatically means that 1 team completely counters the other team. One is smoke dependant, the other team counters smoke. The last problem is that RADAR is also able to look further than the view restrictions when encountering a cyclone. With this I point to stealth firing and why that is a problem. Furthermore, a cyclone is a complete counter to DDs as well. Since they can't see ships before they can RADAR and kill the destroyer. If a RADAR ship is spotted in a cyclone but can't spot himself, just activate the RADAR and kill the tresspasser. The DD in question is not able to counter it since it is possible he did not even know the cruiser/BB was there to begin with. For this I suggest that RADAR isn't able to look through solid rock. I also suggest that RADAR and smoke is taken into account in the matchmaking, RADAR function should be decreased in a cyclone as well (it is nearly useless irl in a cyclone as well). And since switching on a RADAR is like switching on a flash light, I suggest that a RADAR ship will also automatically reveal himself when switching it on. Effectively making it a double edged sword. But not for hydro, since hydro only means listening and not actively searching with a 'flashlight'. 3. Torpedoes In this instance I am not too fussed about torpedoes in general. My opinion that most torpedoes are all good and stuff. However, there is 1 glaring exception. In my opinion the IJN DD line has been nerfed too far. If you check the performance of the torpedoes, they are basically the worst of them all across the board. On top of that, they aren't the fastest, most armoured or best armed ships either. All they have is their superior concealment, with the exception of the Shimakaze. If you also take double spotter plane, radio location and/or hydro on nearly every ship into account it paints a picture of a line that has been surpassed in everything and by everything. Now I am not saying that we need to return to the 15x20km walls of skill. But even the 12km torpedoes on the Shima aren't great. And it seems to me it is near suicide to try to use the 8km torpedoes. I don't play the ships myself. Have never enjoyed them, not even before the nerf. But my prey has been affected too much and is on the verge of extinction. 4. Damage from battleships Now, if I am not mistaken. The game is build around some sort of a rock/scissors/paper system. The Battleships being the rock and the Destroyers being the paper. There are some nuances of course, since paper also counters and gets countered by paper depending on what paper you bring. However, there seems to be something off. Rock (battleships) seems to counter scissors (cruisers) a LOT harder than destroyers counter battleships. In some cases, rock even counters paper. A stray hit from a battleship AP can already cause thousands of hp of damage to a destroyer. Either completely wiping him from the map or crippling him in such a way that he is no longer combat worthy and delegated to either spotting or torpedo duty. WG has already stated that they are aware of the problem and are working to fix it. However, I still feel it is worth mentioning in order to keep it in the mind of everybody that this is still an issue. On top of that, WG has consistently released BBs that are increasingly more effective in countering DDs. The previous line (German BBs) do not only have incredibly strong secondaries of 11,8(?)km range that absolutely tear DDs to shreds, they also get a hydro consumable that they can use to charge DDs in smoke or counter their torpedoes. If you also take in account that some DDs only have a maximum gun range of 11.8km and a optimum gun range of 7-8km, there is nothing a DD can do to these ships but run away. They have had their hydro nerfed, so they don't get Hindenburg hydro anymore. However, their secondary range got buffed in the process. But the last line WG released is even worse, on multiple fronts. The RN BB line has received short fuse AP, meaning it will be even less likely to overpen a destroyer. They also get godmode napalm HE shells and great concealment and heal. It is increasingly more common to get hit from a RN BB. And to put some anecdotal evidence in the mix, I have been hit by a RN BB and this had taken out the following : 2x torp tubes, 2x guns, engine, rudder, multiple (all?) AA and double fire. This had to trigger a damage control. After which I received another hit, which took out my engine and rudder and put me on fire again. Ending my game in 2 salvoes. The worst of this is that these RN BBs have set a trend. RN BBs can just load HE and spam it on everything. But the other BB players have seen this. And while before they were flamed for not using AP, now they see that HE is more effective on this line. And they started using it on all other lines as well. As painful as BB AP overpens can be, HE completely wrecks. For this I suggest that RN BBs get nerfed back into line with the other BB lines. These ships counter their counters harder than anything can counter them. As for the KM BBs, I don't suggest anything, I don't know enough on the ships in order to make a good judgement. 5. Maps With the maps there are actually quite a bit of unfairness. I have picked a couple of high tier maps where it doesn't matter how well each player plays, they are disadvantaged through map design rather than anything else. I have put each map in a spoiler box to save on the space. I have already created quite a long wall of text. It might be considered nitpicky. But I still feel that it is worth mentioning. It might not matter that much for the average player, but the better will use the terrain to their advantage. And it is quite irritating if you or the opponent doesn't have that ability just through their spawn. Fault Line Islands of Ice New Dawn Sea of fortune Shards Shatter 6. Closing For the people that actually managed to read this far, thank you for reading my rant. I bet there is quite a bit in my post that you do or do not agree with. As for my expectation. It is basically nothing. I doubt that any changes will happen, especially on my behalf. I will do what I always have done and adapt. I will have to. But lately I have been extremely frustrated and needed to vent a bit.
  16. Hello, I know its a hard topic but at some point it needs to be adressed. Since the introduction of the german BB line at the GamesCom 2016 we have a constant overflow of BBs. Its OK if a new line is in the game people want to play it and therefor the new ships are a dominating thing for some days maybe weeks. But GC2016 was more than a year ago and nothing changed. Well, thats not true, DDs got nerfed, BBs got nerfbuffed and CL/CA did not recive anything what could help them against their natural enemy the BB. As a follow up of the constant 5BB per side the cruisers start to lose intrest in the game. Beeing under fire from 5BBs is most likely a death sentence to a cruiser. With 12 players on the field from wich are 5BBs, one or 2 are CVs, 2-3 DDs there is not much space for cruisers, so u see 2-3 cruisers. CL/CA is the natural prey of the BB... now imagine the fun u have as a cruiser. I mean ur good against DDs... but BB AP is working pretty well too. Your good at AA(sometimes and if u have skilled your captain and equipped the ship accordingly) but BBs can do this too. BBs are pushing DDs in smoke cause they know they want get nuked, they can take it and heal most of the times and will kill the tiny annoying xp piniata anyway. Thanks to BBAP full pens and secondarie fire that luckiely got nerfed a bit. So what can we do about the constant 5BB each side thread? I dont want to nerf BBs, they should be the BigBoys on the block, a thread that noone can ignore. All i want is that we match at least for any BB ingame 2 cruisers against it. Just to balance the power a bit, and give cruisers a chance to not get focused instantly if he is not hiding behind a rock and just sitting there waiting for a tiny window to actally do something. so what about a MM like: 5BBs will not be possible anymore as we dont have 15ppl on the field 4BBs-8CL/CA-no DD/CV 3BBs-6+CL/CA 3 free spots for DD/CV/CL/CA 2BBs-4+CL/CA 6 free spots for DD/CV/CL/CA and a very special match for a shorter waiting time in queue all out BB super clash MM with any ship in the match will be a BB i guess that will be fun, im sure! belive me well, thats all folks, if u have any ideas how to work with it in other ways, please share it with us. have a nice weekend commanders, cu on the beach
  17. doublepost kill it plis

    something went wrong here ^ ^
  18. concept: Handicap mode

    First a little background discussion or a foreword if you will: Put very briefly, what I'm proposing is this: what if there was a system in-game - it could be either opt-in or automated somehow - which made the game slightly more forgiving for the not-so-good players at the expense of lowered credit and XP gains AND slightly more rewarding for the better players by improved accuracy, credit and XP gains. That's it, that's the core concept. This is what I'd like us to discuss: would something like this help to improve the gaming experience of all players? And what would it take to make it work? Of course I've had some time to think about those questions myself and some potential ways a system like this could be abused and how to counteract that etc. I probably couldn't think of everything but that's where this community comes in . I'll put my initial thoughts in spoilers so as to hopefully not prejudice anyone: Hopefully we can get a good and constructive discussion going.
  19. MM really SHOULD consider RADAR

    Dear WG, Please implement some sort of team balance regarding radar ships distribution among the teams. This is just unfair to be honest (6:2), not to even mention the enemy had DD advantage.
  20. Hello, some people complain that uneven numbers of DDs per team give the team with the bigger number of DDs an advantage in domination. I know that you did a statistical analysis of winratings of teams with the same and different number of DDs per team. Can you please tell us the result of this analysis? Is there any advantage for the team with the bigger number of DDs? Thank you.
  21. So what good is Montana now?

    Sure they got buffed at their citadel to make them less like pinatas and less paranoid, but now that Conqueror is coming with good or better AA, fire chance accuracy and concealment, is there any point to playing with Montana anymore? Sure you can still perform well on Montana as a good player, but aren't you just essentially handicapping yourself when you could pick the other superior Tier X BBs instead? When I try to make good points why picking Montana would be preferable, I feel like I am only grasping at straws. Can someone convince me otherwise, or is Montana ...dare I say it... simply and objectively inferior?
  22. Welcome back to World of Battleships

    Hello again people! After a few months break i decided to resume playing World of Battleships! Boy do i already regret it. The first thing i am greeted with is the removal of stealth fire with nothing to compensate for certain ships that relied on it (Akizuki), and no commander skill reset to compensate for the skills that are now useless on certain ships. Next i come under fire from secondary's by two German BBs at 11km, YAY! German BBs are still the special needs class of World of Battleships! Next match i take the Belfast only to realize to my sheer horror that the smoke on the British cruisers is STILL bugged! What in the actual [edited]Wargaming?! Are you [edited]kidding me right now?! But ok, i manage to survive that somehow without losing to much health. Only problem is after that i get citadeled by a Colorado twice while angled right after that losing 90% hp. So i take out my Fletcher only to be greeted by yet another nasty surprise! Every time i even dare fire my guns my ship lights up like a god damn Christmas tree for the whole enemy team to see and shoot! Forget any kind of stealth play at this point, the moment you dare attack anyone the whole enemy team knows where you are! The BB population explosion has gotten even worse from what i can tell because literally every match has at least 6 BBs on each team (and over half of those are German BBs)! Carriers are still barely played at all. DDs now can't rely on stealth any more, i suppose Wargaming thinks DDs are supposed to slug it out directly with German BBs or [edited]around with torpedoes for half an our that the German BB is going to detect with his hydrophones and dodge with his cruiser level turning any way. And BBs STILL readily citadel cruisers while they are angled and dodging. At this point they can literally rename the game into World of German Battleships. There is no point in playing anything else any more. To hell with this game, i am going back to War Thunder. Wargaming you fucked it up! AGAIN!
  23. I'm Baaaaack~ Same notes applies as always. Not a guide. Not about the current patch. DO NOT MOVE. "Realistic" matchmaking It really has been a while hasn't it? This is a thread I've been threatening for a while, but I haven't quite gone through with it. The concept is relatively simple, this thread is here to say that cruiser mechanics and engagement rules should be overhauled before being handed over to the destroyer class because it'll probably do more good there. I, for one, found it very odd that the first ship I had access to when I first joined the game was a cruiser. Generally speaking, games start you off with the smallest ship and you have to work your way up the tree. it makes more sense for a game like World of Warships to have a player of equal tier across different ship types to have about an equal role in representing their team, but the idea of destroyers being the most logical option as the universal class is something that always clung to my mind. The Game Cruisers and Battleships The game began as something of a rock-paper-scissors rotation system. Battleships had slow firing but powerful guns, ideal for dealing with cruisers. Cruisers had fast firing guns that are weak against heavily armored targets, whilst powerful against the badly armored but agile destroyers. Destroyers (back then) had anemic guns with poor arcs but can be used to great effect against the slower battleships before the introduction of the 1:4 or 1:6 high explosive rule and torpedoes that only really worked against the large turning circles and slow rudder shift of battleships. It was easy to do 100k damage with nothing but HE damage using a Farragut's guns against battleships in those days. The collapse of the RPS system wasn't dramatic, but the issues caused by the remains of the system persists even today. Fundamentally however, battleships are poorly suited to hunt cruisers. Cruisers are poorly suited to hunt destroyers. Destroyers are poorly suited to hunt battleships. I don't have enough time to elaborate, this thread is about destroyers. Destroyers In many ways, destroyers are a good universal class. They're very forgiving at the lower tiers due to their lack of citadels and the fact that cruiser guns at that tier are relatively ineffective with only a few notable exceptions. Their maneuverability (German destroyer aside) is very impressive, and many of them have the tools already available to a cruiser. It's relatively rare for any ship of the destroyer class to be able to one-shot unless they're being hunted by a carrier or are spamming shells from a smoke screen next to another destroyer with a full salvo of torpedoes. Very few nations at the era of the game had battleships, even fewer had carriers. Basically every nation with a shoreline had destroyers however, and it allows for a far larger variety of ships to pick from before WG needs to begin inventing their own ships out of the blue. Even with cruisers, they are already struggling with maybe 3 other nations able to truely represent a cruiser line in game. As they are currently however, they generally have to maintain full silence in order to operate. If destroyers are to take up the cruiser's role as the universal class, some tweaks will have to be made to the class itself in order to make it more like a cruiser and able to fulfill their new role. Analogues I'm a cruiser player, so it's probably inevitable that I was going to go the path of basically conversing destroyers into smaller and more annoying cruisers. The current cruisers already provides a very good template to base the destroyer redesign off of however. As the Khabarovsk demonstrates, the miniature cruiser model makes for a very strong ship line and small but fast ships will naturally lurk closer to the caps than cruisers currently can and therefore can more quickly respond to changing game scenarios. I don't know where this article is going anymore. It's been a few weeks, and I've been writing nothing but project diary entries and programming code. Don't give me that look, this is an idea that War Gaming would totally implement!
  24. DD vs BB is a joke

    in real life a single DD woud get rekt by a BB in a 1v1 fight.In world of warships you be lucky if you barely survive against this jet boats that spam with infinite torpedo ammo. I know this isnt real life but imho this game shoud try to immitate it to some degree.Every ship has its role they say, but DD´s beeing the master race in this game, giving every other ship a nearly impossible task for success if they be played at least basically right. The main problem is the totally over the top speed and manuverability of DD´s.2nd problem are the endless torpedo waves they can send out.In real life a DD had maybie 12 torpedos to reload when it carryed 2x 3 Torp tube launchers.I dont say it shoud be that way but they definitely shoudnt be available endlessly.I think it woud be ok to force people to act with some common sense, not encouraging the torp spamming. i think they had this in mind when they implemented DD´s Its a major flaw in this game, i feel this the most when ever i play destroyers.Its just too easy with little risk whatever you engage.
  25. Now recently there's been an insane trend of teams melting - ruining the fun for everyone (well at least I don't enjoy being on either side of that) but in addition to that going on we got this: People spamming join battle at the same time while on Teamspeak/whatever you use for voice - to get into a battle. It leads to clans being on both sides of the same match which is bad but even worse - as MM don't care about splitting divisions we get situations like this: I mean - FIVE ppl from a clan on one side. My side? One division afk (top tier) and a melting team. Seriously this level of MM manipulation should be dealth with. Same goes for three radar cruisers on one side, none on the other and not considering divisions when distributing teams.
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