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Found 22 results

  1. So i'm driving my Gallant and I ambush and engage a Fuso from 2km away and fire 5 torpedos into him doing 50k damage and flood him twice, ofc he survives and he proceeds to fire at me and breaks my engine. I smoke up immediately after firing however I am still spotted, Thats fine, hes at 2km so im hard spotted then for me it starts getting weird. He drops off my visuals - gone, its 2.3-2.5km but i'm still hard spotted ? His secondaries are still firing and i'm still spotted 3km and still the same. Now i'm dead. I wasn't firing from 2.5-3km so can someone please explain the mechanic behind this for me as to me it just doesn't make sense.... Was it the fact that I still had gun bloom and he was only using secondaries but then don't they count as well...... confused.. Please be gentle...
  2. Chassadhi

    Idee: Anti-Flugzeug-Tarn Skill?

    mir fiel eben beim Chinapfanneholen eine kleine Idee ein - die das CV-Dilemma vielleicht schnell (und programmiererisch unaufwendig) lösen kann: Ein Kapitänsskill - und zwar nicht Tarnungsmeister, sondern ein weiterer Skill - der die Sichtbarkeit durch Flugzeuge nochmal deutlich senkt (mindestens um 50%?) … Es könnte ruhig ein 4-Punkte-Skill sein, so dass er echt was kostet und es einem echt wichtig sein muss, ihn zu nehmen. Die Idee dahinter: Man kann ja schon jetzt Flugzeuge aktiv kontern, indem man seine Flak verbessert - warum soll man Flugzeuge nicht auch passiv kontern können, indem man seine Unsichtbarkeit verbessert? Der Spieler, der bisher seine Skillpunkte nur in die Flak stecken konnte, um was gegen Flugzeuge zu tun - hätte dann noch eine zweite, andere Auswahl: die Heimlich-Methode :-) (die soll ja lebensrettend sein :-) - dies könnte gut sein für japanische DDs ... - oder für Leute, die das Spotting seit 0.8.0 zu belastend finden, und die mal wieder gerne mehr vorfahren können wollen - für CVs wäre evtl. hilfreich, dass es dann weniger Flakfestungen gäbe, weil die Punkte fürs Flak-Build fehlen Ist doch eine gute Lösung - schnell programmierbar - um das CV-Dilemma zu entschärfen? Jeder, der das Spotting seit 0.8.0 zu doll findet, kann das nun auf privater Ebene lösen --> indem er einfach umskillt, wenn ihm das so wichtig ist. Gleichzeitig wäre der neue Skillpunkt als 4-Punkte-Skill teuer, so dass man dafür auf was anderes Wichtiges verzichten muss, sich also entscheiden muss. P.S : :Das gleiche gilt nicht nur für den Kapitänsskill - sondern auch für Module: statt Flak-Modul sollte man auch ein Tarnmodul-gegen-Luftaufklärung verbauen können …
  3. While I am of the opinion that the game atm is in an awkward state because of everyone wanting to try the new CVs, not giving us a realistic look at what CVs mean in normal day to day matches, I think the biggest issue isn't CVs camping in the back, nor the infinite amount of planes they got in the ship, nor the damage. It's the way they spot the whole field. I think that when CVs only can spot with their active squardon and in particular DDs get a lower air detection, things would be a lot better. So would life be better for all if returning planes would not ve able to spot and DDs' air detection concealment would make it easier to dodge planes? This way there is a better balance between the speed, range and versatility of CVs and being able to spot key targets. I also want to stress for fairness of the CV discussion, that firstly CVs had at least 4-5 squadrons in the air in the old days with more chances to spot DDs and there was less complaining than there is now and secondly both sides have an equal amount of CVs, so while comparision "CV vs every other type of ship" is one that everyone likes to discuss, this counts for both sides. Sure, your personal score is important and as a DD you want to be able to put a good score down, but in the end it's a team effort and both teams have to deal with the same issues. Thirdly, we had a long time where CVs only apeared in 3 games in a dozen, while now we will probably see many more games featuring CVs. And this logically will change the way we gotta play the game. The game we got to play up till now was only because CVs were unpopular. And I still think their meta is better than the Radar meta ;)
  4. with update 0.8.0, there will be penalties on ships that already have a poor concealment, with the new way of calculating from 10% instead of the old one by 14%, giving in an advantage to ships already having a good concealment, an even greater advantage, this is especially seen in the low tiers like tier 6, here get the ship with best concealment (New Mexico) 190 meters better concealment, compared to Fuso, here you can see how the new numbers will be , compared to the old ones, so ships that already find it hard to hide, get it harder? tier 6 BB These numbers are with camo and concealment expert old concealment (14%) - Fuso = 15.77 km - New Mexico 11.85 km - the difference between the two ships is 3.9 km new concealment (10%) - Fuso = 16.49 km - New Mexico 12.39 km - the difference between the two ships is 4.1 km so there will now be 200 meters, benefit to New Mexico?, it may well not seem much, but it may be in some situations ???..
  5. buccaneer_invader

    Buccaneer-Invader

    Am looking for a game of WARSHIPS where they do not disappear up their skirts. Have 360 so far from 1992. This is getting to BORING waiting for the cheats to appear. Any one with any ideas. Would prefer the concealment was used by those who use it to fight each other. And we who do not to fight each other. Those who use it should not be able to fire weapons or take bases until they appear. May be I f they who use it got less points and we got more would possibly change the game altogether. Nice enough game but getting very BORING. Need to see more action. If you guys reading this do not like what I have wrote. sorry but am getting BORRED
  6. Hallo allerseits, leider, …. fällt es mehr und mehr auf, das das concealment System (Sichtbarkeit der Schiffe) mehr und mehr das Gameplay ruiniert. War es zu Beginn (nach der Beta) das invisible Fire… Schießen ohne Sichtbar zu sein, scheint es Mittlerweile leider Standard, das mehr die Hälfte der Flotte hinter Inseln oder außerhalb der Sichtbaren Radien steht. Der erste, der Sichtbar wird ist nur allzu oft der Erste der versenkt wird, da Augenblicklich mehrere Schiffe auf diesen einen das Feuer eröffnen. inkl. Radar im Grunde Chancenlos wenn du sichtbar wirst. Alternative... einfach weit hinten bleiben Wir haben Radar-Schiffe, die mehr Radarreichweite haben, als "Sichtbarkeit"... das führt z.B. dazu, das, sobald dieses Schiff gespoted wird , kann es seinen Gegner Augenblicklich sichtbar machen. Ich denke, das diese Mechanik initial nicht wirklich geplant war, und sich vielmehr zufällig ergeben hat. Auch die Funtion des Spotens… (Captain, wir wurden gesichtet.... Von Wem.... Keine Ahnung,... von Wo.... keine Ahnung...…. aber wie können die uns sehen..... wenn Sie nicht Wissen, das wir kommen???.....) ist im Grunde völlig unverständlich Ich hatte heute eine Runde, wo beide Flotten im Wartemodus waren, in einer Art die völlig neu war.... die Caps "Ungecapped" und alle hinter Inseln oder in sicherem Abstand, darauf wartend das es jemandem einfach zu dumm wird. Ich bin mittlerweile der Meinung das das Sichbarkeissystem Grundlegend überarbeitet werden müsste, wir haben BBs die 10km Sichtbarkeit haben, wir haben Kreuzer mit 9km und Maschienengewehr, wir haben Radar das durch Berge geht, und die neue CV Mechanik scheint eher ein Arcadeshooter zu werden... Schade eigentlich, der Spagat, den WG hier versucht ist schwer Nachvollziehbar, und mit der aktuellen MM Mechanik womöglich zum Scheitern verurteilt. Vielleicht sollte der MM auf Basis der DPM Werte, und weniger auf Basis der Tiers die Teams zusammenbauen. Es stehen sich schon innerhalb der Tiers Schiffe gegenüber, die einfach nicht aus der selben Zeit sind, der spread über 3 Tiers ist da eigentlich völliger Nonsens und generiert allzu oft zusätzlichen Frust unter den Spielern. (z.B. T8CV in einem TX Game) Es bleibt zu hoffen, das WG hier nachbessert, aber der aktuelle Trend geht meines Erachtens leider in die verkehrte Richtung. LDM
  7. Do the French cruisers, especially the Henri IV, need a buff in your opinion? They are the least team oriented cruisers in the game - they have very limited consumable utility (i.e. no radar), they have low dpm, and terrible concealment (especially at tier X). With a full concealment build the Henri IV sits at 12.7 km detwxtion range. I feel that if it were buffed to 10.8 km, or even 11.-something, the ship can start to shine by allowing us to contest caps. It's weird that the Henri IV is supposed to fulfill a similar role to the Zao, and yet it has worse concealment, worse dpm, worse torp range, worse number of torps, and the same conaumables as a Zao. I might be a tad biased, because my french cruiser performance ia by far my worst among all the warships I've played, so I would love to hear your opinions, guys.
  8. Genie_of_the_Lamp

    Can a Gearing gain concealment of a Umikaze?

    Hi wanted to adress this to the supp dept; but this is quicker i hope. As far as I know a gearing has not a max concealment of 5.5. however one match i was in my DD with max concealment of 5.8 and I was on 1/4 speed. suddenly i was detected by something I couldnt see at that moment. I watched the replay That it was a Gearing at slow speed and he became visible to me at the point og 5.6 km so his concealment must be about 5.5. Can anyone explain this?? Or has it something to do with speed?? Can I sneak with my Khabarowsk towards a Fubuki with max concealment, in such a way that he spots me when i'm at 5.8 too??? Is this a game bug?
  9. Compare these ships, this seems really wrong. Were Germans tiny people in the past? From what I understand, WG base their concealment ratings on the size of ships. But do they calculate for what seems like hugely disproportionate dimensions? This battleship seems to be almost half the size of my cruiser.
  10. Charger76

    Spotted, cannot work out how

    Just playing in a Ranked battle there. I was in smoke, had not been seen entering smoke. Seconds later I get a "Spotted!" warning yet nothing is able to see me from any angle, I cannot spot anything (am in Benson with camo & CE), nothing is on the map and I am not within 2Km of any body. Nobody has sonar or radar, this is in any case a standard "Spotted!" warning not an air or sonar / radar spotted 3warning. How then am I spotted? Not an error either, had a deluge of fire hit me. As I drive out of smoke there is an enemy Benson just under 3Km away. How did he spot me?
  11. Omertassa

    Lose concealment when on fire

    Isnt it more realistic to lose youre concealment when on fire for more then xx seconds?
  12. Fubucky

    Aerial Concealment Cap for BBs

    What is the point of having aerial concealment values like 15-18km on Battleships when the aerial spotting range is limited to 11km? I mean, BBs can already reach 6-7km range with their AA guns, and planes are not stationary, they rotate for about 2-3km. I sometimes find it annoying to reposition my planes like every 10-20 second because a BB is coming towards them. Wouldn't it be easier to increase aerial detection cap to a more meaningful value? At least, it'll make spotting BBs easier (and they should be) and at the same time make it easier for CV players to protect their planes/give them more time to spend on other things. This might be one of the updates we could use to make CVs a bit better and more comfortable especially against battleships, while (I don't wanna call this nerf but..) reducing the aerial concealment of battleships which are already abusing it by 11km-range-cap and are over-concealed for not much of an effective reason. I believe that a change in aerial spotting range cap could be beneficial for this game.
  13. TheWhiteJack

    GK Concealment stats

    Can anyone please tell me the value of concealment in the GK with only the concealment upgrade, with only the captain skill, and with both of them? If you knows any site where you can see the stats of ships with upgrades, etc. let me know please Currently i have a full secondary build, and i have to choose between the target acqu. system and concealment upgrade.
  14. OldChieftain

    Kitakami wallows like a pig

    This ship is totally unusable and worthless to the point selling it should constitute theft. Here's why... 1. range. It gets spotted a full 1k before it can even launch it's torp spread. it has anemic guns to compensate for the number of torps and they barely reach beyond surface detection. 2. maneuverability. This is the biggest flaw with this pig. It can't turn, so no ability to evade fire as you try and get to a useful torp range (or even max range ffs). once you do manage to get in range can you turn to get the torps into their firing arc? No. 3. fragility. this glass cannon explodes long before it can turn to fire it's torps and as it can't turn no zig zagging for any hope of dodging under 11km (cruiser on cruiser it shouldn't be destroyed in 2 salvoes which most cruisers can fire before you turn to fire torps). 4. concealment. none to speak of really. I understand it isn't a DD, but the game mechanics make it unusable without the ability to get into firing range with it's primary armament, torpedoes. with the number of planes in a game TB, DB, Fighters, Scouts. you can only rarely sneak through islands or bergs to get a salvo off. Far too rarely to make it viable. How to fix this? It needs a faster rudder shift (recommend 8 seconds), smaller turning circle, and a 10.5 percent drop in surface detectability. So until this is tweaked I recommend avoiding this plague ship.
  15. I see that to make the game ever more "just sail around in a BB and shoot at stuff" by removing tactics and variation that the smoke change is about to be inflicted in the most ham fisted way possible. They have therefore removed whatever incentive was left to drive a CA and made the game reward those who play completely, utterly passively (by and large BB players.) There was more than enough of this to wreck DD game play with the ham fisted removal of stealth firing. Yes, it had issues, no it wasn't necessary to create such a brain dead fix - they could for example have made bloom period relative to caliber so a DD firing a 127mm gun would only bloom for 5 seconds whilst a 420mm gun would bloom for the full 20 seconds. But no, the BB players must be given yet more reason to play without thinking. I have not played my Blys since because WG pretended that they would track performance - how about the fact that you almost never see them anymore - when that was just BS. If they were tracking performance they'd have noted that it was a common ship until the "save our BB's from nasty DD players" nerf and now is a VERY rare sight. But what have they done to make the ship more competitive? Nothing. At least this time round WG has had the decency to offer a refund for the ruination of a premium ship. The Blys has just been a €20 mothball without the slightest care from WG apart from the lie that they will track its performance. It was sold as a ship that had no strengths apart from its ability to engage in a very large concealment shadow. It is merely OK at everything else so offers nothing to the player that other ships don't give you better choices in. So now to please arcade warriors in BB's and really finish the Cruiser class off whilst further hampering DD's we have this ham fisted nerf to remove smoke from the game. Which are the only Cruisers that regularly go to the front of the fight? RN Cruisers. Will they now? No, they will probably sit at max range and join the BB's in doing nothing for most of a game as far from the fight as they can get. How about Cruisers supporting DD's in cap? Nope. They need smoke to be an effective supporter in areas in and around cap because they get citadelled by BBs otherwise the moment they fire. Now they fire to support a DD and they get slaughtered anyway. Best thing a CA can do now? Go for max gun range and fire starting ability, sit back at the start line (or go further back if you can) like our heroic BBs do and then spam from max range. Drop all sonar / DD hunting and go for AA modules then cruise around with BBs covering them from air attack and kill steal off the drolling dolts just to annoy them so they can start whining about how CA's should not only be citadelled very easily, they should just blow up altogether if hit by a BB. Oh and they should not be allowed to change tack either. However, there is one Cruiser line for whom this is not viable, who have very limited range, no HE and no ability therefore to start fires: RN Cruisers. Already a highly situational line who need very careful use to get the most out of - rewarding aggressive positioning, punishing a failure to plan hard - are now finito. Especially the Neptune that has for no apparent reason been given an extra 1.16Km of "screw you" by WG. There are inumerable counters to an RN Cruiser - who has no HE remember - sitting in smoke, not least of which is that they are depending on their team to spot and most teams are anything but. Torp wall, radar, sonar and ping! you have a dead RN Cruiser who can be citadelled by a T4 DD. Balance? Nah, why bother! Lets just publish that we will make changes if it seems that RN cruisers are screwed then do nothing because people stop playing them anyway! A simple solution would have been to extend the sonar reach of these ships to match the greatly reduced effectiveness of smoke, but no, they had to finish the RN Cruiser line completely - the Neptune fires and its visible from a completely ridiculous 6.58Km away to ensure that it is seen about as often from now on as a Blys after they got wrecked. The 5.4Km "screw you RN players" the rest get is bad enough but for some reason the Neptune needed to be made completely unplayable. BBs are the greatest poison in this game because every single game I have ever played you can see a cluster of BBs as far from the fight as they can get praying to RNGesus for a bit of long range stat padding. Now they will be joined by CAs for whom there is now no way to utilise smoke to get closer and ambush their much stronger, better gunned, better armoured BB enemy. WG you have sucessfully killed your own game for anyone who wants more than an extremnely passive sit at the back and put your faith in RNGesus arcade game for BBs. Bravo.
  16. Okay, so Patch 5.5 is upon us and long range torpedo spamming seems to have been curtailed somewhat in T8 and 9, I'll test T10 in a CA later. I'm testing the Tirpitz after running with my Hipper yesterday, I found at least for CAs Target Acquisition mod is still a bit of a no go, concealment tends to be the better option given the huge damage they can still take from a BB and the RNG Gods punishing them with citadel hits through their deck. Plus given many at this level have Radar and HAS which was buffed it given them some defence against the new faster torpedoes. My question is to you BB players, Target Acquisition or Concealment Mod for T8+ BBs? I specc'd my Tirpitz for max concealment with only vigilance as torpedo carpets were a pain, but avoidable; it also let me get close to use the Tirpitz's heavy belt armour and angling while increasing my own 15 inch guns' penetration, where she performs best. Now, I'm slightly more wary of a DD taking the risk to get in range and launching a spread which with the new torpedoes I'm going to have greater difficulty to avoid. Is it worth being spotted earlier, weathering BB plunging fire and CA HE spam to give greater warning vs close range torpedoes?
  17. BloodyTourist

    Concealment/Camo

    I am the proud owner of the tier VIII premium IJN cruiser "Atago". This fast, light cruiser kinda depends on its stealth sometimes so i wanted to buff the camo. I was glad that with open beta in rank 8, there was camo consumables available. Also I invested 2 million credits into concealment system modification 1. Now, as I'm sure the actual mechanics already take account with these consumables, the numbers in port remain the same. They don't change. And you can imagine how I would like the have the numbers correct to be able to adjust my tactics on that. When unlocked I'd like to add a commanderskill regarding this as well. Can anyone tell me how I can get the numbers right? Or do i have to wait for WG to patch it someday?
  18. 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
  19. der neu aufgelegt Panasiatische Kreuzer Chengan hat ein Concealment von 6,1 km verglichen mit Hermelin 8,6 km Erie 8,3 km Orlan 7,9 km Hashidate 7,7 km Black Swan 7 km Respekt; satte 15% besser wie der bisherige Spitzenreiter scheint aber Zitadellen zu fressen wie nix
  20. 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.
  21. Butterdoll

    WTF was that?

    i just came from a game, strait map, standard battle. well, the battle started, all normal, then after a while I took aim and fired against a cruiser, landed two projectiles. After that I received a call in the chat to defend base, and so I went for it, requested support, two ships went with me, I launched my fighter. There was an Akatsuki there, but I only saw the smoke, launched torpedoes with no effect, the all time I was dd hunting I never saw the goddammit thing. WTF? Dodge a few torpedoes but nothing especial, the plane as usual didn't spot crap, didn't have sonar, our Fiji travelled all the map back to spot it and kill it, WTF? By the end of the game (figure of speech), I only landed two shots. We were in the open, no more smoke, how can I didn't saw the dd? Apart of his initial puff of smoke (all that I could see), after that was the invisible man show. whinnying, buffs and nerfs apart. this is simple crap. A cruiser it's a hunter, every cruiser have to have the proper tools for hunting . That maybe was funny, but not fun. A battle were I had two shots and the rest was looking at empty space, WTF was that.
  22. Flavio1997

    WG, stop releasing broken ships

    lets get it straight out of the gate at the start of this post do I consider the Worcester Op? (what I can see from flamu’s videos, the latest one is https://youtu.be/OSTZ4XHJE34 ) NO terrible gun arcs+low hp/low armor/big citadel/normal heal will not make this ship a destroyer of worlds, especially if a bbs look at you in a bad way. However, I consider this ship broken and a ship that, in this state, should not be released in the live server. let me elaborate that: 1) AA power/AA range ( insert meme about “year of the carrier”) you are putting another aa monster that just wipes out enemy planes even without defaa, when you activate it the enemy squadrons just vanish. But is not the aa power creep or their range per se ( even though you create a huge bubble of no-fly zone, even worse than it is now with DM and minotaurs) but is their range correlate to his aa spotting range. It means that, as Flamu said, you can lure the enemy planes near to you, activate the aa and the carrier can’t do anything but look at his planes just vanishing, and that is even more retarded than it is now, that there are ships (batimore, DM) that can shoot enemy planes as soon as spotted. This is just frustrating for the carriers because it means losing planes without even knowing who shoot them ( better not get me started about the shooting-with- your-aa-in-smoke-stuff) 2) surface spotting/radar. It is already bad the fact that there are ships that have a concealment on par with their radar range (dm, old balty, Cleveland and so on). Because it means that a poor dd that has the misfortune of spotting one of this ship will get radared and probably nuked without having time to run away. Now you are turning that to eleven by getting a ship that has 400 meters MORE range on his radar than his concealment….are you going full [edited]? Especially considering that with the module we are looking at a 56 ( or 48 post nerf) radar against a ships that lobs 240 rounds/min. Again, is frustrating as a dd player especially on those absurd situations ( rare I know, but still) where the enemy dd will get spotted WITHOUT EVEN seeing who is radaring them. I hoped, looking at the buffalo, that you were headed in the right direction: 7.8 aa spotting range vs 7.2aa range and 10.5 concealments against 9.5 radar, so you give the dd a 1 km “oh crap zone” to retreat or at least turn to get away…. ….then you decided to go full retard and release a ship that will be very frustrating to play against in 2 out of 4 classes ( and even bbs with all this he spam might not be happy, but imho that is a minor thing, and a bit they deserve to burn down). How would I correct this stuff? 1)nerf the aa range or the air concealment to be at least on par, but imho even here there should be a 0.5 kms difference, like in the buffalo 2) nerf the radar to 9.5 kms range ( like a tier 9) or even at 9 kms, to give some brown pants range to a dd ( and trust me, a dd spotting this ship will need them). I wouldn’t nerf the base concealment because it will make it too weak agains CA and bbs any thought?
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