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Found 18 results

  1. snuffy_mark

    Superintendent - Is it worth it?

    Let me start by saying that I have several ships which have superintendent. I spent my 3 points on them after reading forums, global World of Warships Wikipedia and watching YouTube, where each and everyone recommends as an "extremely useful" skill to have. But, here comes my dilemma. If we consider that an average match is 15 minutes and take in to the account that "repair party" consumable has a cool-down of 120 seconds (for most of the ships - in general) with the skill "superintendent" that would be equal to 480 seconds or 8 minutes (we have 4 charges with basic repair party I). Also, we have the duration effect of 28 seconds (for most of the ships), so that equals to 112 seconds. All in all, almost 10 minutes of active and inactive time this consumable can produce. I hope you see the point I am trying to make. I think that in the match this long there is very low chance of getting to use all these charges (4). It would take 10 minutes to use them all IF you were going to be clicking them in a sequential sequence - which by the way never happens. For "smoke" consumable the situation is even worse... The question is "when is the last time you used up all your 4 charges of consumable"? I am an average player and I usually last till the very end and almost never get to use 4 charges. I either get blown up by some sneaky shot or by some torpedoes and etc. I am really interested in your opinion. Because 3 point skill is expensive. The "survivability expert" is in my opinion better choice, because more HP can always be beneficial no matter what situation or even "vigilance" is better. And I am asking for in general (so that means for every ship out there) because personally I think that skill "superinedent" is worthless. Tell me if I am wrong or if I am missing something. Almost forgot! If you really, really want the 4 charges why not just pay for the "repair party II"? Yes, it is expensive but then you get 3 points free to use on what ever you want. Does this make sense?
  2. RoundToIt

    Winning Battles in Random.

    Has anyone else noticed a trend regarding players prioritising sinking or scoring points rather than trying to win the Battle for the team in Random Battles. Call me sus' but I'm seeing this more and more which doesn't lend itself to encouraging team players if there is no reward for winning, when scoring by hitting other ships gives a player what they need to progress. I think what I'm suggesting is a separate reward for Winning. Am I nutz and got it all wrong?
  3. DetonateMeDaddy

    Future Clan Battles [idea]

    So.. a few days ago we were talking about clan battles on Discord when I thought I had come up with a decent idea for a future season. To put it simply, each team gets a a number of points and has to distribute these among different tiers, e.g. a T10 ship could be 10 points, a T6 would be 6 points, etc. I was promptly advised that there was already something similar in WoT, so the idea isn't mine, or new at all (sad) What do you think, can it be applied to WoWs as well? Would it bring more diversity and give us a chance to once again be torpedoing Yamatos in Umikazes? Or would it be dull with a few preferred compositions?
  4. I was thinking the other day that it would add a new and interesting dimension to the game if players were able to get points for picking up survivors. I imagine it working like this: Whenever a ship sinks, a circle appears on the surface of the ocean where it sank. This is where the survivors of the sunk ship are floating on the water. If you have a small ship like a destroyer, cruiser or light cruiser, you can maneuver your ship into the circle and if you are going slowly, you pick up survivors. Maybe this requires you to press a button or something too, that is up to the game designers. The rescuing player gets points equal to the number of survivors retrieved. The player of the sunk ship also has his costs reduced if more of his crew survive. Perhaps ships that are sinking can also rescue their crews if they are close enough to land. In this case the survivor circle, which would have a certain diameter based on the size of the sunken ship, would have to be touching a land mass. It would take some calculation on the part of the game designers, but . . . 1.) You would have to calculate how many survivors made it into the water based on the damage to the ship. This would be 100% - some algorithm that calculates casualties based on the battle damage. I am not sure how you would do this, but I would suggest drastically reducing the % of survivors if there had been a magazine explosion on the ship and also for every time the ship was set on fire. 2.) The size of the survivor circle would be based on the size of the ship. 3.) The number of survivors picked up would depend on the time that the rescuing ship spent in the survivor circle. 4.) Ships picking up survivors would have to reduce their speed (maybe 5-8 knots?) to be able to pick survivors up. 5.) I do not think that battleships or carriers would pick up survivors (historically they didn't). 6.) Both the owner of the sunken ship and the rescuing ship would get a small bonus or have a penalty reduced somewhat, depending on the number of survivors retrieved. (i.e. exp-earned, battle damage cost reduction, credits, etc) 7.) Reducing the crew would also give sinking ships a reason to try to reach a land mass, before sinking. It might not be worth the trouble, but it could add an interesting dimension to the game and make the "captains" (the players) think about their crews in a new way. It is just an idea. Please let me know if you implement it.
  5. TomBombardil

    Wargaming Math. eh, coding.

    943 vs 600. WE losse a BB =-40. (Or something) Game: Instant VICTORY! Game, we LOST a BB. Not killed one so don't give us the +60 points even if it is for an instance. Fix it plz. (Mobile post no screenshot)
  6. TomBombardil

    Wargaming Math. eh, coding.

    943 vs 600. WE losse a BB =-40. (Or something) Game: Instant VICTORY! Game, we LOST a BB. Not killed one so don't give us the +60 points even if it is for an instance. Fix it plz. (Mobile post no screenshot)
  7. Der Titel sagt es eigentlich schon: Meine Gedanken: Angreifen: -Ich werde sterben, wir verlieren Punkte Defensiv hintenbleiben: -Ich bin nicht nützlich, wir verlieren aber keine Punkte Und jetz meine Frage an euch: was würdet ihr hier tun? LG Zenthon
  8. jerkchicken

    Grinding for USS Missouri

    Hey, I'am grinding hard for the missouri now, what I'am doing is just basicly: Get alot of exp and convert it with doubloons to free exp. ive got enough doubloons to get it to 850.000 f.exp. (I've got already 320.000 f.exp) So my question to you guys: How can i grind about 100.000 exp a day? (to convert it of course) I've had a day that i reached it so anybody some tips or tactics? (to make it basicly fast and easy) I already have to boost: -Premuim account -Premuim ships -first game win (200%+ exp) -some boost flags Thanks, Splire
  9. I want to redistribute my captain points but should I wait for the new captain skills? Will WG give us some free doubloons to help us rearrange the skills? Also, When are they gonna be released? Thanks.
  10. Hi, I had many one-sided battles last days. It doesnt matter if its win or lose, its not good for either side. When one team is dominating there isnt enough time to make credits - even for winner. In standard battles its okay since you dont get points fast. Usualy your team needs to kill most of enemy ships to reach 1000 points. In domination battles is problem big. Lets do some math here: 3 cap areas In 3 cap area game you get 3 points every 5s for each area. When team is dominating and holds all three areas its 108 points per minute. Domination starts with 300 points so it means it takes only 6,5 minute to reach 1000 points. 4 cap areas With 4 cap areas you get 4 points every 9s. With all bases its nearly same income (as 3 cap game) 107 points per minute. Lets assume team is holding just 3 which is common - its 80 points per minute - its 8,75 minute to reach 1000 points (with 4 caps its 6,6mins). Exceptions maps North and Northen Lights are 4 cap area maps where you get 3 points every 6s for each cap (faster than others). When you add few killed enemy ships its usualy 7-8 minute game. In such short game you dont have time to do enough. When you are in T9/10 ship you nearly cant cover service costs since you didnt do enough dmg (no time to do it). You are simply punished that your team was too good. Solution: Add a bonus for winning side. For example 10% credits boost for every 2mins remaining to battle end. Reduce points from caps, add diminishing returns: For 3 cap areas (1.cap 3pts/5s, 2.cap 2pts/5s, 3.cap 1pts/5s -> 9,7 minutes to reach 1000points with 3 caps (+3,2mins from current state)) For 4 cap areas (1.cap 4pts/9s, 2.cap 3pts/9s, 3.cap 2pts/9s, 4.cap 1pts/9s -> 11,6 minutes to reach 1000 points with 3 caps (+2,85mins from current state)), when you hold all 4 caps -> 10,5 mins (+3,9mins from current sate) I much more like solution two with diminishing returs which adds more time to players to earn rewards. Do you have any other idea how to solve this? What do you think about it? Or do you like fast wins? edit: removed XP from mentioning since xp/time is okay (1500xp in 10mins is same as 3000xp in 20mins)
  11. Do I get more captain points when playing premium ships? Thanks.
  12. Hi ! I have 48 ships and i need to redistribute a lot of points of my captains. But the price in gold is too expensive ! At least 275 gold for only one captain ! It is impossible ! Please, make us a much lower price ! Thank you !
  13. Hello all, No direct whining here.... only indirect The team table, please guys, make it so all toptiers are on top and then all following tiers together with the same tiers. that is more clearer, WoT is doing this for years and not without a reason. result table, make it so it is in points scored, or that the games remembers the order you choose. My best guess it is still in the same order as the garbled team table from the start. Results, we see how many HP we score with AP HE or torps and what that is in XP, but XP for capping....???? do we even score XP for that? If not, why is it even in there. I would like to see (pretty please ) that it is spelled out what scored what.... And some more clarifications, like do we score XP for lighting enemies up and others scoring hits?? what do we score, if any, for capping or defending a cap? Explanations for captain skills... please just say what it does. famous example, which is even misinterpreted by Phly Daily, torpedo acquisition. just see seeing torps 20% sooner. remember KISS... lets see if someone agrees.... preferably someone who can change things... LOL
  14. Hi, I don't know if it's working as designed, but if you buy a new ship with a commander you can pay some extra to get 3 skill points. When you assign this commander to another ship before using the skill points then they are gone even if you do the "full" training option for 500 doubloons. I would expect to keep the skill points. EDIT: forget that report. I totally did not get it that I did not really select the option for the 3 extra skill points. *facepalm*
  15. The domination battle has completely changed, with now every ship except CVs worth the same amount (+40 / -60). The CVs are still worth +60 / -90, as they used to, and as battleships did, but they're the only one. So it basically means that killing a BB is now worth a lot less than it was (+40/-60 instead of +60/-90). But killing a cruiser and a destroyer is worth a lot more (+40/-60 instead of +25/-40)! I like the fact that CVs clearly become the most valuable target. They should be. And they're really not that easy to kill, especially with the new mirror matchmaking. With CVs of the same tiers on each side, and the new IJN setups, it's much harder for them to just take the other out early. However, I really dislike the fact that all other ships are of equal worth. They shouldn't be, and in battles at sea, they clearly aren't. Why would sinking a battleship, that has between 50-90K hp, be worth as much as sinking a cruiser, with less armor and 20-50K hp, or a destroyer, for pretty much two salvoes on target with their 10-20K hp? I don't like what it encourages. Being extra-cautious. These lighter ships already have shorter range, they're constantly vulnerable when engaging. Now they're also worth a lot more, and also are going to get even more focused because of it. Why would anyone shoot at a battleship anymore? They're tanky, and not worth the trouble, since they're not even worth more points anymore. Why would destroyers and cruisers screen for the battleships or escort, putting the most fragile ships in front, at risk, when they're worth just as much as the ships they would protect by doing so? Put your CAs and DDs in the back, their survivability is too unreliable, and they can cost you the game early, or put you in an up-hill battle. It just makes things completely random. I had many games today, where the game was just over long before it was settled. Too many small ships died at the wrong time. When two groups of ships clash, the score just goes yo-yo. No way to tell who is actually getting the upper hand. Small ships go down, one team is up by 200 points at one instant, a few seconds later it's a tie. 15 more seconds later, the other team is now leading by 200 points. Then it's a tie again. Add points over time on both sides for capping, and reaching 1000 points can be pretty quick. I just had numerous games today where the battle was over, with still 8-10-12 ships that still should fight it out, with both teams still clearly capable of wiping the other out. But nope, it's over in points already. A couple of times today, 2 destroyers go to 2 different objectives to try and grab them at the beginning of the game. But for both, they encounter something, and things don't go their way. They both die. Not only, the enemy is likely capping these two objectives, but you're now also 200 points behind / 1000. 3 mins into the game, still have pretty much all your firepower, but you're already screwed. Add to that a few inexperienced cruisers, seeing that we're trailing, and therefore being a little over-rushy? Things don't work out, and the game is over, it took 6 minutes. I used to really like domination games. It was very strategical, and rather slow paced, and still never ending in a draw. A lot of games ended up with a lot of calculations involved, choices to makes, which target to go for (since they don't have the same value), which objective is worth defending, which one can be let go... Now it feels rushed and random, it all comes down to small ships getting shot at, crap happens, the score fluctuates a lot more than before, and one team comes out on top. Quite often too early into the game. I really dislike it so far, and am relieved every time I get into another type of battle. I don't think this system is working. Ships should have different values. Maybe CVs should still be +60/-90, BBs should remain +40/-60, and CAs/DDs should be +25/-40. Or, maybe CAs should be something like +30/-40, while DDs would be worth +20/-30. What do you guys think? How have you been handling the new system so far?
  16. michael_b_a

    Bronz Stars

    Hi I don't know if this is a new thing or not. But I have to ask a question I was building up my Bronze stars to get the next ship up the line, I only needed around 1200 my stars where going up nicely. Then they started to go down faster than I could earn them. I do take some hits and a lot of damage some times. on one mission I killed 3 ships 2 Battle Ships and 1 Aircraft Carrier took a little damage, but still my stars did no go up much. Have you change all the system. The reason I ask is I had a big PC crash and had to reinstall the game and start all over again. The first time I played was very fast at building up my ships, now it seem,s to be a lot slower. Like tonight i started off with 20000 plus stars had around 15 battles and had less stars than I started with that was around 18000 stars. Please can some one help me with this as it is so frustrating, heaving to do all the work for less. Well that's it help me some one. I am sinking.
  17. For Level 1 I usally pick Ship Survivability which is imho useful for any class, but from Level 2 onward I am not sure anymore. Torpedo Expertise is a must for destroyers and Aircraft carriers, but also for cruisrs with Torpedo launchers? Is the +0,7 degree/second for big guns of Aiming Expert realy worth it taking? Will -7% chance of fire from fire prevention make a big Impact or rather take Incoming fire alert? What about about those skill in higher Levels? Only playing since last week so looking forward to your guys input and expertise.
  18. NecroFlex

    Captain skills

    So i've been thinking...and that's usually a bad sign The captain skills are good and all, but the issue i ''have'' is that, u need to master a tree above the next tree so actually get to that tree, problem is, i don't want to get anything from the 3rd tree, nothing is THAT good, it's just a waste of points, i like almost all the stuff in the 1st tree and most of the skills in the 2nd one, 3rd is meh, 4th is ok and 5th is ok too. Can we get that the other skills are open even if we don't get anything from the previous tree but we can't get anything from the next tree until the captain reaches a certain rank and/or you use up the points you'd otherwise use for the 3rd tree.
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