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Found 17 results

  1. Finally! My latest fork on this scheme. Proposal for full European tech tree! There were many unique destroyers in Europe. It would be nice to see them in large numbers in the game. Having only 4 nations, mostly with Swedish destroyers in the game, is not the solution. Also, it is not a solution to put 10 British and 10 American destroyers that those nations used. Only the British and American branches would be copied as was done with the Pan-Asian Tech Tree. We would have too many Jervis, Lightning, Fletcher and Gearing destroyers (The exceptions are the Greek destroyers T9 and T10, as well as the Polish premium destroyer T8). That is not the solution. The goal is to bring many different ships into the game, and European nations had unique destroyers, such as the Kingdom of Yugoslavia, the Netherlands and Poland (and Sweden, which has already been inserted). I had a lot of destroyers, a lot especially for tiers 4-6, but this is compromise solution. I compared Burza with Bourrasque, so it's in that place. But, in my opinion, the proposal is really good.
  2. Da so gut wie alle Aufträge und Event-Dinger immer erst ab Stufe V erledigt werden können, frage ich mich im Voraus ob es irgendwelche besonders guten Standard-Schiffe bei Stufe I bis IV gibt, die es zu behalten lohnt.
  3. Viele haben bemerkt, dass der ingame - chat ziemlich toxisch geworden ist, und manche meinen, das allgemeine Niveau des Teamplays in Zufallsgefechte habe schwer gelitten. Als Konsequenz lassen Spieler oft ihren Frust an Mitspielern aus, die sie für "schlecht" halten. Klar, jeder hat mal nen schlechten Tag, aber manchmal wundert man sich, z.B. in tier IX Gefechten, wenn Leute manchmal wirklich völlig planfrei agieren. Im letzten battle z.B. gab es wieder einen haufen geflame nach der Art: "Wie kann man ein tier VIII-Schiff haben und immer noch so blöd sein??" Dann bemerkte ein Spieler, er habe letztens einen Teamkameraden gehabt in tier IX mit 15k Co-op, aber nur 100 PvP-Gefechten... Das gab mir zu denken. Co-op sind so eine Art Spielwiese, und die Bots agieren nunmal nicht ganz so, und nicht so flexibel wie Menschen. D.h., man kann Coop schneller trainieren, und richtig gut werden (aka "farmen"), aber die praktische Erfahrung hilft einem in PvP eben nur wenig. Das führt zu Missverständnissen und Frust auf beiden Seiten. Ich finde es toll, dass es Coop battle gibt, nicht jeder spielt gern gegen nur gegen andere Spieler (definitiv stressiger), man kann Schiffe und Ausrüstung testen, eingeschränkt auch taktische moves, und ein bisschen geld machen. Problematisch finde ich, wenn man dort seinen Account leveln kann, und sich dann vom Matchmaker in hight-tier battles matchen lässt, denen man taktisch nicht gewachsen ist, was zu praktisch uneven matchmaking, und weniger tollem teamplay führt. Ich weiss jetzt nicht, wie verbreitet das Phänomen ist, aber hier ist mein Vorschlag: Coop-battles bleiben, aber: Nur credits werden auf das allgemeine Profil übertragen, XP aus Coop bleibt dort und steht dem PvP- Profil NICHT zur Verfügung, können nicht benutzt werden, um im techtree für die PvP-karriere voranzuschreiten, und zählen nicht zum levelaufstieg des PvP-profils.... Folge: Um in PvP hight-tier battles zu spielen, ist man gezwungen, die Schiffe in battles gegen andere Spieler freizuspielen, und somit die entsprechende praktische Erfahrung zu sammeln. Wenn man feststellt, dass ist nichts für einen, kann man immer noch in Coop weitermachen, und dort die Schiffe fahren. In PvP dagegen würde das matchmaking viel eher Spieler mit ungefähr ausgeglichenem Erfahrungsstand zusammenwerfen, die es gewohnt sind, gegen andere Menschen zu spielen, wo viele Gewinnstrategien aus dem Bots-clubbing einfach nicht so funktionieren. Was meint ihr?
  4. Hallo, was haltet ihr von folgender Idee? Wir hatten ja vor einiger Zeit mal das Steven Seagal Event. Für diejenigen die das Event nicht kennen: https://worldofwarships.eu/de/news/common/steven-seagal-marathon/ Dort gab es einen Exklusiven Amerikanischen Kapitän mit verbesserten Skills zu erspielen. Auf Grundlagen dieses Events und einer vor Ewigkeiten von WG gemachten Ankündigung (fragt mich jetzt bitte nicht wann das genau war) hier eine kleine Idee bzw. Denkanstoß von mir: Für jedes oder bestimmte Schiffe im Spiel endlich mal einen eigenen exclusiven, nur für ein spezielles Schiff nutzbaren, Kapitän erspielbar machen (wollte WG doch mal machen, oder nicht??). Diese Kapitäne sollen als Langzeitmotivation dienen, da sie z.b. sehr viele EP brauchen um freigeschaltet werden zu können. Hier mal 2 Varianten wie der Kaptitän erspielbar sein könnte: Variante1: Man kommt normal über den Forschungsbaum zur Bismarck wo man normalerweise nur die Module und das nächste Schiff erforschen kann. Hier könnte man zusätzlich jetzt den Reiter "Kapitän Ernst Lindemann" einfügen, welcher erforschbar wird sobald das Schiff Elitestatus erreicht hat. Variante2 Einen neuen Unterabschnitt "Kapitäne" im Reiter Profil. Dort werden alle verfügbaren exklusiven Kapitäne aufgelistet. Klickt man auf einen dieser Kapitäne, hier "Ernst Lindemann", öffnet sich ein Fenster mit Aufgaben, wie man es von den Feldzügen her kennt, mit mehreren Aufgaben. Hat man alle abgeschlossen bekommt man den Kapitän zugestellt. Damit sich das ganze auch loht, könnte er wie Steven Seagal ein paar verbesserte Skills aufweisen, welche charakteristisch für die Bismarck waren z.B -Wachsamkeit -> + 30% Erfassungsreichweiter der Torpdeos (25% normal) -Grundlagen der Überlebensfähigkeit -> zusätzlich wird der Torpedoschutz um z.B. 10% erhöht PS: die verbesserten Skills dienen nur zu Anschauung und sollen nicht zwangsläufig auch so in der Art und Weise gewünscht sein. Natürlich müsste man darauf achten das jede Nation gleichmäßig ihre Kapitäne bekommt. Auch sollten die Boni, die Kapitän bringt, erstens fair sowie ausgeglichen sein und 2tens, wenn möglich auch zum Schiff passen. Ich finde dieses könnte dem Spiel einen frischen Wind verleihen, da es evtl. dazu führen könnte, das Schiffe die man sonst nicht mehr wirklich sieht, aufgrund ihrers Kapitäns wieder häufiger gespielt werden. Was haltet ihr davon? Mfg USSYorkey
  5. LastButterfly

    BTT 2.0 : TechTree Italien

    Vous ne l'attendiez surement pas, le voici QUAND MÊME ! BTT 2.0 : TECHTREE ITALIEN Et donc : Destroyers : Tous les destroyers Italiens possèdent un boost moteur plus performant que la moyenne, améliorant plus leur accélération et vitesse de pointe pendant l'activation. -Branche Repérage Destroyers ne possédant ni un armement fameux, ni de puissantes torpilles, ni une résistance exceptionnelle, et qui devraient dans la mesure du possible chercher à éviter le combat. Leur atout principal est de posséder une formidable vitesse et accélération ainsi qu'une manoeuvrabilité exceptionnelle ; de plus, ils sont extrèmement biens camouflés. Cela fait d'eux le parfait outil de repérage du mouvement ennemi mais aussi de caputure très rapide de zone. Ils peuvent de plus troquer leur fumigènes contre un sonar ; les plus hauts rangs possédent même un radar. -Branche Canons à Poivre Destroyers frèles mais très manoeurables se reposant sur leur esquive et leur formidable vitesse pour rester en vie. Leur canons sont assez spéciaux : ils ne tirent que des obus explosifs, rechargent extrèmement rapidement, ont des chances de pénétrations accrues de base mais des chances d'incendie extrèmement basses. Couplé à leur range basse mais leur camouflage performant, cela fait d'eux une terrible menace pour les destroyers adverses. Ils manquent néanmoins de punch sur les navires les plus lourds : leurs torpilles sont peu nombreuses et très inefficaces, compensant partiellement ce défaut par un rechargement rapide. -Branche Canons à Gros Sel Destroyers tout aussi frèles que la branche classique et se reposant aussi sur leur esquive et leur vitesse. Néanmoins, ils possédent un armement plus conséquent et souvent de plus gros calibre, et ont accès aux obus perforants – au prix d'un rechargement plus long. Cela leur permet de décocher des salves surprises assez violente sur les navires qui s'y attendent le moins ; néanmoins, leurs canons plus lourds et lents les désavantage dans les duels longs et apparaitre, surprendre, et disparaitre doit être leur manière de combattre s'ils comptent survivre. Leurs canons leur permettent de menacer les navires plus gros mais ils manquent tout de même de puissance brute contre les cuirassés. -Branche Mark&Execute Combinaisons des Branches “Repérage” et “Canons à Poivre”, ces deux destroyers aux rang 9 et 10 sont la terreurs des zones à prendre à cause de leur excellente agilité, de leur canons dévastateur sur les cibles peu blindées, de leur discrétion et de leur radar. Ils sont néanmoins toujours très fragiles et leurs torpilles sont roujours aussi peu efficaces sur les navires lourds, les forçant à se replier ou demander de l'aide lorsqu'un cuirassés sait leur barrer la route. -Mi DD Mi CL De par sa taille, sa puissance et sa résistance, Capitani Romani se situe entre les dénomations de destroyers et croiseurs légers, et est donc un rang 10 atteignables par deux branches différentes : l'une de destroyers, l'autre parmi les croiseurs. Ils ne possède qu'une seule configuration possible. Croiseurs légers : -Branche de Base Croiseurs légers anciens manquant de résistance, de vitesse et de torpilles ; néanmoins, pour des navires de rang bas, ils savent se montrer plus agiles que les autres et tirent plus rapidement. Bons pour s'habituer au gameplay des croiseurs italiens. -Branche Vitesse Croiseurs légers assez discrets mais avec une puissance seulement correcte correcte basés sur la vitesse de leur déplacement et de leur armement. Ils excellent lorsqu'il s'agit de se repositionner ou lors des attaques surprises et des courts échanges ; néanmoins, un échange qui s'éternise est en leur désavantage et ils doivent toujours garder une porte de sortie afin de changer de position discrètement avant de réengager. Bien que suffisamment armés avec de bons canons et de bonnes torpilles, lors d'une attaque directe, échouer de couler un ennemi rapidement leur sera souvent fatal. Ils sont équipés du consommable de boost moteur et fonctionnent biens à l'avant avec les destroyers en leur apportant sa puissance de feu dont ils manquent, ou bien en support d'une partie plus lourde de la flotte, à plus longue distance : ils peuvent assumer n'importe lequel de ces deux roles. Croiseurs lourds : -Branche classique Branche de croiseurs lourds traditionnelles, bien que néanmoins plus agiles et rapide que la normal au prix d'un certain manque de protection. Ces croiseurs possèdent une capacité unique qui est d'avoir une range d'attaque au canon accrue au dessous d'une certaine vitesse de déplacement : bien qu'efficaces à moyenne portées à l'aide d'esquive rapides et de canons corrects, ils peuvent aussi ralentir pour venir en aide à des alliés ou tirer sur des ennemis à plus longue distance, mais diminuent ainsi leurs capacités et chances d'esquiver des tirs arrivant vers eux. -Croiseurs de Bataille légers Croiseurs de batailles possédant un surprenante agilité au prix d'un nombre faible de puissants canons rechargeant assez vite. Ce sont la terreur des croiseurs ennemis mais leur manque d'armure fait de ces prédateurs des proies de choix s'ils exposent leurs points faibles. Leur vitesse de recharegement et de rotation des tourelles pouvant surprendre fait d'eux des navires corrects pour engager des ennemis de petite taille, bien qu'ils soient moins efficaces dans ce domaine ; ils sont aussi à la mercie des obus de gros calibre. Cuirassés : -Branche Précipitation Une branche de cuirassés nerveuse. Leurs canons sont remarquablement puissants et capables de pénétrer facilement des blindages lourds en plus de posséder, dans les rang supérieur, des distance d'engagement très avantageuses ; cependant, leur dispersion est grande à longue distance, les forçant à se rapprocher. Bien que faciles à manoeuvrer pour des cuirassés et surpenamment prompt à démarrer ou s'arréter, ils restent faibles en termes de point de vie et donc particulièrement vulnérables face aux lourds dégats et aux tirs concentrés, les obligeant à tuer méthodiquement tout en se positionnant toujours correctement afin d'éviter d'être submergé. Leurs canons rechargent correctement mais ont l'avantage de tourner très vites pour des canons de lourd calibre, leur donnant un avantage certain dans les combats à moyenne et courte portée. -Croiseurs de Bataille Lourd Une branche de navires de type cuirassés sacrifiant beaucoup d'armure afin d'obtenir une manoeuvrabilité excellente et un consommable de boost moteur. La rotation de leur canons et leur agilité fait d'eux des navires dangereue, lourdement armés, capables de se retrouver sur le flanc de l'ennemi plus vite que prévu ; ils sont néanmoins très vulnérables aux obus de gros calibres et aux tirs concentrés. Porte-Avions -Branche Tactique Porte-avions principalement centrés sur la protection de la flotte et la reconnaissance, même s'ils possèdent des configurations tournées légèrement plus vers l'offense. Leurs avions sont rapides et résistants mais leurs groupes d'attaques sont peu nombreux, les obligeant à bien choisir leurs cibles. Ils possèdent à certains rangs un type d'avion unique à leur branche, les avions de reconnaissance, qui sont plus rapides et plus difficiles à détecter que les avions classiques et rechargent très vite, mais ne peuvent pas rester indéfiniement en l'air. Leurs groupes sont composés de 5 avions ; leurs torpilleurs sont des groupes de 3 avions. Comme toujours deux configurations sont disponibles : Orienté stratégie, ou Orienté Action Ex de configuration -Aquila Orienté Stratégie : 2/1/1 /2 reco -Aquila Orienté Action : 2/3/0 /1 reco Autre CL Hyrbide : Croiseur Léger classique, mais possédant un nombre d'hydravions ainsi que la capacité de scout avec, attaquer les avions hostiles ou les assigner à des alliés pour les supporter ou les aider dans leurs actions. Fonctionne de la même manière que ses homologues japonais (Ooyodo, Tone etc...) J'adore les italiens. Et je reste donc à votre disposition pour remarques/conseils/rage ou si certains éléments de cet arbre (comme, par exemple, les CV xD) vous posent des questions style "de quel tréfond sombre et malhonnête est tiré ce machin ?"
  6. ...sailors from my beautiful Albany always wonder what are those futuristic-looking ships they are meeting... EDIT:no longer true since some patch which number i dont remember - tier 1 no longer meets anything else but tier 1 I think the ship tiers should progress more or less according to date they were designed. There are some jumps already for balance purposes but nothing such dramatical as tier 1 patrol boats from 1930's. And i really don't see a reason for this. You can pick from 1890's unprotected cruisers, avisos or first protected cruisers and they would behave pretty much exactly as current patrol boats. The only difference is that they won't have turrets, but when you realize that you will stick with side-mounted guns on the following tiers anyway, I think thats only beneficial for the newcomers to get used to ther right away. Many people probably don't mind becouse "it's just tier 1", but i still think that there should be some continuity...
  7. Their cruiser counterparts occupy tier II and some even tier III (Bogatyr, St. Louis) but we have only one pre-dreadnought battleship in the game - the infamous and misconcepted Mikasa which caused a lot of hate among players. Still these ships are in my opinion very interesting and beautiful and would be a shame if WoWs just skipped them. but there is a major issue what to do with pre-dreadnoughts if we shall ever see another. mikasa right now really struggles and that's just because her role in the game was not really thought out. these are my suggestions for mikasa and every other pre-dreadnought eventually: IDENTITY: DEDICATED BRAWLER item 1: strong secondaries ✓ done (almost) mikasa's secondaries were always considered strong except their range. no wonder - those 152mm were in fact not secondaries but primaries on pre-dreadnought battleships since they were still built around 19th century principle of "the more guns the better" which resulted in designs with even 3 different calibers for main armament. it is worth note that in reality those 152mm had same effective firing range as 305mm. however i think we should not argue about that these should be player-controlled because it would be hard to balance them (better armored st. louis with extra health and 4x305mm says hello) and we should reconcile with that these would be just secondaries. for the brawling purpose they are ok anyway. the only issue is their range. i personally think that their range should be increased to at least 5km base. another suggestion, which is worth to be mentioned, is different ranges for different calibers: give 152mm lets say 5km and 76mm 3km range. although both 152mm and 76mm had pretty much same effective firing range, nevertheless separate ranges for different sencodary calibers would be definitelly needed for semi-dreadnoughts (see below). item 2: torpedos ✖ missing there were already debates about submerged torpedo tubes for battleships and my stand to this issue is that pre-dreadnoughts should be the only ships which should have them. to balance this weapon we can stick with their historical performance, since torpedos at the beginning of 20th century were rather slow and short range, so pre-dreadnought's torpedos in the game would be something like 30-40 knots and 3km range. that would make them reasonably balanced since they would be useful practically only for brawling against battleships. fast and manouverable ships should not have much troubles to evade them. another issue is their aiming. placement of these tubes was usually 1 bow, 1 stern and 1 or 2 on each side (mikasa is exception with just 4 tubes - 2 on each side). there is frequently stated myth on the forum that these have to be aimed with whole ship, but in fact they were equipped with gyro-angle mechanism (like on submarines) so their firing arc was pretty much unlimited, however i'm not sure if they should have this ability in the game since it would make a precedent for other ships. maybe they could work even with very limited arc since the placement of those tubes is very convenient (...also, do you remember bathtub boats?) item 3: ram! ✖ missing another feature typical for pre-dreadnought battleships is bow strenghten for ramming with significant beak (exception are french pre-dreadnoughts which frequently lacked this feature). indeed in those times naval tactitians and designers believed that ramming the enemy is still viable tactic. that however never happend in combat since 1866 (but unfortunately several times unintentionally) but we have different situation in the game with lot of close fights, especially at low tiers. i think that pre-dreadnought should have permanent bonus for ramming - like permanent hotel yankee (die hard) signal. just look at mikasa's ram! i know early dreadnoughts still had something like a ram, but usually these were just fake shapes which were not from solid steel like on pre-dreadnouts and were there just for stability purpose or because of stereotype - however i'm not completely sure about that, so please correct me. with all these features pre-dreadnoughts would have identity as dedicated brawlers and would have an edge over dreadnoughts in close fight which would make them viable - hugging islands and guarding straits would be optimal use for them, while at long range dreadnoughts would have their edge over pre-dreads as they should have... WHERE TO PLACE THEM: clearly pre-dreadnoughts should cease in 1910 (app. T3) as it was superseded design, however i believe semi-dreadnoughts like lord nelson-class, satsuma-class, mississippi-class, danton-class, radetzky-class etc. would be still viable brawlers at tier 3 so what do you think?
  8. LastButterfly

    BTT : Italian TechTree (Fanmade)

    Well, here I go again ! After having posted the American Tree : http://forum.worldof...chtree-fanmade/ And having added my Japanese Tree : http://forum.worldofwarships.eu/index.php?/topic/79352-btt-japanese-techtree-fanmade/ I'll now go on with an obvioulsy very powerful nation navally speaking, the third which comes to mind after USN and IJN ! Wa ? British ? French ? German ? Russian ? Never heard of, sorry. Here is my Italian Tech Tree ! Hope you'll enjoy it ! Important disclaimer about this tree (It's still the same as on my other TechTree topics, don't bother re-reading it if you already did) : Butterfly Tech Tree Regia Marina As always, you will find below a quick explanation about the global gameplay each branch would adopt : Destroyers : All italian destroyers possess a better performing engine boost than the average destroyer. -Tactical Branch Branch of 4 destroyers at rank V through VIII. Their armament is by all means weak, canons and torpedoes alike, and coupled with their relative weakness, it means they should avoid fighting, or at least not alone. Their main strength is a formidable concealment along with a great manoeuverability and acceleration. It makes of them toe perfect scouting tool who can spot the movement or the ennemy or capture areas. Besides being able to exchange their smoke screen for a sonar if they wish, the higher tiers also possess a radar consummable, making them terryfying tactical tools. -Pepper Canon Branch Weak destroyers, but very easy to steer, relying on dodging rather than tanking, along with their formidable speed. Their canons are one of a kind : they fire only HE shells, reload extremely fast and have increased penetration chances. However, they have a low range and the fire chances are extremely low. Coupled with the good concealment of the branch, it makes of these destroyers the best DD hunters and killers, and in close-quarter duels, other destroyers hardly stand a chance against an experimented captain. However, they lack punch on higher warships, especially because of their torpedoes : although these indeed reload much faster than others, their damage and low flooding chances make them virtually unable of ensuring a kill on sometimes even an already-damaged ship. -Coarse Salt Canon Branch These destroyers are as weak as the Pepper Canon Branch. However, their armament picks up in terms of number and/or caliber, and damage aswell – besides, they can us AP shells. This allows them to be still a threat towards destroyers, but also to be able to damage heavily an unsuspecting cruiser or deal more fires and damage on battleships. Beware, however : if duels drag on longer than expected, they'll be forced to dodge heavily and their canons may no follow the hard steering, making them better at hit&run attacks than fierce battles. Besides, their torpedoes are still only there for additional damage. -Mark&Execute BranchA fusion of the Tactical and Pepper Canon branch, the two destroyers at TIX and TX possess both a great speed, concealment and dodging abilityes, the fast-firing HE only canons, and the scouting tools such as a radar. This makes of them truly firghtening opponents for ennemy destroyers and as long as they don't get caught in a crossfire from multiple ennemies, they can be devastating both in the tactical field and in terms of battle achievments. -Heavy leaderCapitani Romani, TX of the Coarse Salt Canon Branch, is a sort of fusion between the CL and heavy DD gameplay. Her firepower and overall approach of the fight becomes close to the light cruisers', while she keeps the speed and dodging abilities of destroyers. If she is able to tank a bit more than other DDs, her concealment, however, is in the line with cruisers and not destroyers, but since she is classified as a destroyer, she doesn't have a citadel, making of her a very unique ship. Light Cruisers -Basic BranchBranch of two cruisers lacking both resistance, power and torpedo armament ; however, they know how to be rather fast and manoeuverable for their tier, making of them a good introduction to the gameplay of higher-tier Italian cruisers. -Close Quarter Branch Branch of short and medium-range light cruisers, rather well concealed, but poorly armored. They possess an engine boost concumable and are easy to steer, making of them something along the lines of big Dds ; and just as Dds, they excell in areas where they can hide behind cover, surprise their opponents for their fast-firing canons or torpedo them. A duel is always in their disadvantage as soon as they lose the benefit of a surprise attack, and usually, their offensive moves often comes down to kill or get killed. However, with their armaments and dodging abilities, they should be able to take on destroyers and cruisers pretty well once the captain gets the hang of it.At higher tier (Costanzo Ciano and Treviso), they also become able able to play safer and assist their fleet from a further range like heavy cruisers do, making them more versatile and able to answer more efficiently to any situations. Heavy Cruisers -Supportfire Branch Traditionnal heavy cruisers branch, although they also rely more on dodging and less on tanking. Their acceleration is not that great but once they've picked up speed their handling becomes very confortable and they become very hard to hit. Their offensive power is average, although their range is a bit on the lower side ; however, they possess a special ability. By slowing down below a certain speed, they become able to fire at a longer range, effectivelt turning on supporting snipers. This can allow them to assist their fleet even though they're very far from the action or if they mispositionned themselves ; however, it comes as a double-edged sword, as by being slower they won't get closer quite as fast. Besides, and that's the real problem, slowing down means becoming much easier to target, and their low acceleration isn't helping making of them nothing but target practice if they fire from long-range for too long. -Light battlecruiser Most singular cruisers at tiers VIII, IX, and X. These are equipped with a high-caliber, fast-rotating, average reload armament. Their big guns have a tremendous penetration, making of them terrors for cruisers at medium range and lower, and they're also able to punch other ships violently. In terms of gameplay, they're surprising closer to light cruisers than heavy cruisers, relying on surprise attacks and their superior handling and gun rotation and reload. That's because their armor is closer to that of light cruisers, which doesn't allow them to take many hits : therefore, artillery duels in open sea are to be avoided unless they are certain the opponent can be taken down quickly and won't have to much back-up. Battleships -Glass Canon Branch A tense but satysfying branch of battleships. Their canons are remarcably powerful and able to penetrate a lot of armor at once, along with long-range capabilities in higher tiers. However, their dispertion is terrible, making long-range fire too random to be relyable. They have a an easy handling, accelerating and turning like cruisers, but won't tank as well as other battleships. It forces them to find the right moment to close in, since they will obliterate anything point-blanck if they can reach it, because they excelle at close quarter thanks to their fast-turning canons and decent secondaries. -Heavy Battlecruisers Ships playing more or less like the battleships, but with an even greater manoeuverability and speed along with and engine boost consummable. It makes them litteral paper-made nukes, going down at the first badly taken salvo, but capable of flancking the ennmy and landing heavy damage or devastating strikes on anything they outmanoeuver. Although they're hard to play, leaving them not pressured may aswell result in a surprise-death from an unexpected direction. Aircraft carriers -Strategy Branch Carriers mainly centered on scouting and fleet defense, although they do possess some slightly more offensive configurations. Their aircrafts are very fast and tank damage well but their air groupes are not that numerous, forcing them to pick their targets well. Their fighters are well performing and can stand up, in terms of damage, to american fighter squadrons from fighter-specialized carriers if they're upgraded as much as possible.They possess a unique type of aircraft known as Reckon Squadron, faster and more concealed than regular aircrafts along with a much faster reload, but which cannot stay in the air indefinitely. Their air groups are made of 5 aircrafts ; however, torpedo bomber groupes are only made of 3 aircrafts. Two Air Wings are available : Strategy Oriented (ex :Aquila 2/1/1 +2 reckon) or Action Oriented (ex Aquila 2/3/0 +1 reckon). Other : -Hybrid CLV Seaplane carrying Light Cruiser, playing much like the japanese Ooyodo. She therefore has scouting ability along with the possibility to buff allies of hinder ennemies via the use of specific seaplanes, and is therefore a support-unit. Anyway, thay should be it ! I love Italians. I remain available, here or in private message, for any commentary/question/rage or if any element of this tree brings up questions such as “what the hell is this design supposed to be ?” And then again, thanks for having taken note of my work, and I'll see you next time with probably either the German or Russian tree~
  9. LastButterfly

    BTT : Japanese TechTree (Fanmade)

    Hi again ! I am the one who posted this fanmade USN techtree : http://forum.worldofwarships.eu/index.php?/topic/78903-btt-us-techtree-fanmade/ So without further ado (adu ? addo ? Add... Er, whatever) without waiting any longer here's the second on my list : the Japanese Tech Tree ! Important disclaimer about this tree (It's the same as on my other TechTree topics, don't bother re-reading it if you already did) : An important word on Design ships and blueprints : Butterfly Tech Tree Japanese Navy Below you will find a quick explanation about the global gameplay each branch would adopt : Destroyers : -Fast Firing Branch Branch of 4 destroyers at ranks VII through X : Ayanami (Fubuki Mod.II), Akizuki, Yamatsuki (Project V7) and Ayanami (1954). These destroyers differ from other IJN vessels thanks to their fast-firing canons, however, their HE shells are pretty weak, forcing them to rely on AP shells to deal good damage on lesser-armored vessels or areas. Their torpedoes are powerful, but they reload slower and are sometimes less numerous, reducing their offensive abilities. Although kinda slow and hard to manoeuver quickly, they possess great AA capailities and can fit both as a fleet escort and as an attack ship. -Long Lance Branch Branch of destroyers at ranks II through X. These destroyers wield the best torpedoes in the game, capable of inflicting tremendous damage aswell as travelling far at higher ranks. These torpedoes are their main armament. Thei speed is correct, however their overall manoeuverability is poor ; besides, their canons are slow to load and turn. Since the ships themselves aren't that well concealed and don't tank well, their survival chances are reduced in chases or direct fights. Therefore, their captain needs to have a good map and game awareness and to position their ships efficiently in order not to be caught and killed or unable to assit their allies.They do NOT have an engine boost consummable. -Short Lance Branch Branch of destroyers at ranks II to IX. They possess very powerful torpedoes with a good reload, but travelling only at average distances. They are not the fastest or most manoeuverable, but their armor allows them to tank a little and bounce lower-caliber AP shells if properly angled. Their canons are also decent and can deal correct damage and serve well as a self-defense tool too, however if they fight an artillery duel for too long they're bound to lose at some point. They make good offensive ships by all means, but their primary armament remains torpedoes. -Scout Branch Two destroyers at rank 5 and 7 : Minekaze and Akatsuki (Fubuki Mod.III). These destroyers are faster and easier to steer than their peers. Moreover, they are harder to detect as they have a better concealment. Their armament, however, isn't strong enough to challenge someone in a direct battle and won't have them winning long-lasting fights. They are made for scout, area control, aswell as detecting and preventing ambushes and similar tasks. Thei lack of brut firepower is compensated by they higher strategic utilities based on speed and discretion. Light Cruisers : -Anti-Air BranchTwo cruisers at rank 5 and 8 : Yuubari and Ishikari (CLAA design). These two ships possess a very fast firing main armament but with disappointingly bad HE shells, similar to the “Fast Firing Branch” of destroyers. Therefore, their power with AP shells and their strong AA capabilities, makes of them strong ships against aircraft carriers or anyone willing to show them their broadside. They remain, however, light cruisers and are therefore vulnerable to placement errors, high caliber shells, and are less manoeuverable and concealed than destroyers. Besides, their torpedoes are negligeable – Ishikarai doesn't even have any at all. -Classical BranchTypical Japanese light cruisers, at ranks V, VI, VII and VIII. They possess a decent firepower thanks to canons of 140 or 155mm, however their most frightening armament remains torpedoes, very powerful and capable of travelling quite far. These cruisers are easy to steer and pretty fast, however their defenses are very low and they fear particularly any kind of ennemy cruisers. -Large DD BranchOld light cruisers at ranks II, III and IV. They have a gameplay similar to destroyers of these ranks, with low caliber canons, weaker on protected targets, and okay torpedoes, but a high speed and manoeuverabilitiy. Their armor is close to nothing. They are, however, good when it comes to get used to what IJN light cruisers are like in higher tiers. Heavy Cruisers -Classical Branch Most classical heavy cruisers of Japan, at ranks V through X. These cruisers are very strong, possessing a very high speed, excellent firepower, powerful medium to long range torpedoes and correct armor. However, among their main weakness, a certain lack of anti-air power can be noted, along with a higher reload time for main armament than most other cruisers. Their shells having a rather flat trajectory, AP long-range shots through decks are often ineffective, forcing them to use HE shells instead. Besides, the torpedo angle of most of them doesn't favor short-range duels with manoeuverable opponents equipped with torpedoes aswell. -Battlecruiser B-65 Ship available at tier X, Daisen (B-65) also named super-type-A, meaning improved Zao, is a battlecruiser with a very heavy 310mm main armament, a decent AA protection and 8 torpedo tubes. This ship, terrifyingly powerful, has as a main weakness a tremendous inertia and difficult steering, making good forseeing of the battlefield evolution mandatory to to use her and avoid being caught off position. With a talented captain, Daison should be able to talk on any ship, from the lighters to the heaviers. However, her high-caliber main guns are obvioulsy less suited for anti-destroyer duties because off thei higher reload and highre dispertion at longer range. Hybrid Cruisers and Seaplane Tenders -Support Branch Branch of ships for those who choose to sacrifice firepower (canons and/or torpedoes) for the ability to carry numerous seaplanes. These very special ships are not made for direct combat, but possess several unique abilities in order to assist their fleet in many ways. They can assign some observation floatplanes to allies to increase some of their stats like firing range or reduce dispertion during a certain amount of time. They can command fighter seaplanes to escort allies or directly attack a certain incoming hostile squadron. They can use scouting aircrafts to search for ships or torpedoes in certain areas of the map, giving vision and information to the team. They may even be able to use offensive seaplanes to straff ennemy ships, disabling a part of their AA or secondary armament for some time, facilitating the job of the aircraft carriers or brawling ships. Using these well may give a decisive advantage to their fleet ; however, their armament reduced makes of them deliciouly innofensive targets on the battlefield and being caught usually means dying when one saisl them. They do possess some armament tho, allowing them to defend themselves against lonely opponents. A word about Mogami Available in three configurations (classical light cruiser, classical heavy cruiser or hybrid seaplane-carrying cruiser), Mogami can be equipped in three ways to fit any of these role and is therefore unlockable via three different branches. However, the unlocked configuration depends on which line you grinded to get her : for example, if you unlock Mogami via Myoko, only the heavy cruiser version will be avialable to you. In order to unlock all of her configurations, it is necessary to grind all three branch and to unlock Tone, Kushiro and Myoko beforehand. Battleships : -Introduction Battleship : Low tier battleships meant to introduce player to the gameplay of BB without giving them complex specializations right away. -Battlecruiser Branch Officially classified as battlecruisers, these ships sacrifice a part of their armor to get a faster speed, or better manoeuverability. Therefore, they're capable of quick repositions of their ships and firepower. However, in a duel against a real battleship, speed and manoeuverability is their only advantage. They should try never to engage one alone if they don't have the upper hand. Despite their speed and decent secondary artillery, destroyers remain a threat ; besides, their AA is kinda bad. -Power Branch Main battleship branch of Japan. They're caracterized by a tremendous firepower and a frightening penetration. Therefore, their main targets are ennemy battleships. Although they're often quite fast, they're not the easiest to steer. Besides, despite a good-quality secondary armament, anti-air weaponry and anti-torpedo defenses are bad or even sometimes lame for their tier, making them vulnerable without support of scout to help them. -Seaplane Branch Two battleships at rank 6 and 7, Yamashiro (Fuso's sistership) and Ise. Just like the Support Branch of Hybrdi cruisers, these two are hybrid battleships : they sacrificed a part of their firepower for the ability to manipulate several useful seaplanes, increasing their reckon and supporting abilities, or able to defend themselves against hostile squadrons. Aicraft Carriers -Introduction Carrier Low tier carrier meant to introduce player to the gameplay of CV without giving them complex specializations right away. -Speed Branch Branch of carriers from rank 5 to 9, and possible Hakuryu configuration. These carriers are fast and manoeuverable but their AA armament is weak. They possess a mild number of squadrons, however, these are faster, and reload much quicker than the usual ones. Thanks to them, they can dish out an uninterrupted stream of low-power attacks to continuously harrass their opponents. Their fighters, however, are weaker, and they have to rely on their speed to avoid ennemy fighters. Possess two possible air wings : Attack Speed (ex Unryuu 1/2/2) or Defense Speed (ex Unryuu 2/1/2) -Number Branch Branch of carriers from rank 5 to 9, and possible Hakuryu configuration. These carriers, more detectable than the Speed Branch but as fast and with a slightly better AA power, are caracterized by a very high number of squadrons in the air at the same time. However, their speed and reload time are not nearly as fast as the Speed Branch, thus the difficulty here isn't the speed of the aircraft stream, but their sheer number.Possess two possible air wings : Attack Group (ex Shoukaku 2/3/2) or Defense Group (ex Shoukaku 3/2/2) -Swarm Branch Branch of carriers from rank 5 to 9. These posses an astronomical number of sqaudrons, made of a very low number of aircrafts, allowing them to conduct very special attacks. However, their aircrafts are very weak, being of a lower tier than their mother carrier, resulting in heavy losses. Possess two possible air wings : Torpedo-bomber Swarm (Ex Kaga 2/5/2 – torpedo bomers are groups of 2 aircrafts) or Fighter Swarm (ex Kaga 4/1/4 – fighters and dive-bombers are groupes of 3 aircrafts) Once again, I hope you enjoyed, sorry for my the English errors too. Besides that, I welcome every comment, question or anything else you might have to say about my funny fantrees. The Italian Tree is already done and the Russian and German ones are going well. I hope you'll like them ! Till then, thanks for having read~
  10. LastButterfly

    BTT : US TechTree (Fanmade)

    Hi everyone ! (eh. I'd have preferred a more original introduction but I don't have any in mind, sorry) My name is Last Butterfly - which you probably know since it's written just there on the left. I am a somewhat well-known French-Forum dweller, sometimes answering harshly to whine topics, although my main activity besides that was to post short amateur naval articles. Among them, I have been for a while the maker of fan techtree with little restrictions, made solely for entertainement and curiostity about ships. And I figure out it'd be sad to leave them only in French, because who knows, maybe some people could be interested in my work in other forums too. And since I don't speak Polish, Spanish, Czesh and Turkish, and the only words I can align in German are "Ich bin einen kleinen Vogel", I figured I'd share it there, on the English forum. So please enjoy my hasty work for fun and don't hesitate to comment, question or correct my mistakes (including English errors which probably swarm - I apologize for them in advance, I'm doing my best but I'm no excellent in foreign languages by any means) Important disclaimer about this tree (Please read, it's not long I promise =3) : Without further useless presentation, here is the first of the serie : Butterfly Tech Tree US Navy Below you will find a quick explanation about the global gameplay each branch would adopt : Destroyers -Attack Branch Two destroyers at tier VI and VII (Porter and Somers), equipped with a terryfying short-range armament. They possess a large number of canons and torpedoes which drastically increases their offensive capabilities. However, at medium and long-range, the trajectory and flying time of shells renders them ineffective ; besides, the torpedoes don't travel very far. These destroyers are less concealed and maneuverabale, and serve as miniature light cruisers, with a devastating power only if they find a way to close on their target. -Escort Branch 5 destroyers from TVI to TX. Their weapons are similar to the Versatility Branch in terms of number but differe in efficientcy. Canons have a lower range ; torpedoes are weaker and take more time to reload, but they travel slightly further. These destroyers possess an enhanced smoke-screen generator and, in higher tiers, an anti-air consummable. They are more efficient in front of the fleet, serving as picket ships to spot, slow down and engage enemies before they can reach the capital ships ; however, they are not good at fighting alone and need in return the support fire of bigger guns to handle the threats. Therefore, their role of escort is a pact : they extend the view range, survivability and anti-air power of larger warships, and in return get the support they need to fight properly. -Versatility Branch Main US DD branch. Their advantage is that they have no particular flaw, although they have the flaw of not having any particular advantage either. This is the easier branch to start learning the gameplay of destroyers ; they are capable of answering properly to any situation; as canons and torpedoes are good for both attack and defense. Easy to fit in any fleet composition, they should be able to find something useful to do no matter the situation. -Allan M. SumnerIn progress ; this TX has not been finalized. I am not satisfied with the current special flavor I intended for her. I'll update as soon as I find something that'll make her decent and slightly different from Gearing. -Special Branch Branch with three destroyers at rank IV, V and VIII. Although very similar to the Versatility Branch, these special destroyers trade their torpedoes for a minelaying ability, therefore reducing their efficiency against large warships, but increasing their strategic choices in terms of map control. Light Cruisers-Pew Pew Branch Light cruisers equipped with canons of 140mm or less. Three ships correspond to that category, at rank II, VII and VIII. The last two – Atlanta and Juneau – have a great anti-air power and fast-firing canons, making of them perfect destroyer-hunters and citadel-invaders for close cruisers, but also excellent flamethrowers on heavy ships. However, their short range, slow speed and overall weakness makes any error fatal and forces them to play along with allies if they don't want to be exterminatedNote : Atlanta possess torpedoes at very short range -Classical Branch (with or without torpedoes)Light cruisers equipped with canons of 141mm or more. There are 6 of them at rang III, IV, VI, VII, VIII and X. These are versatile light cruisers possessing great AA and a relatively good firepower thanks to their numerous medium-caliber guns. The latter allow them to engage any ennemy with the hope of inflicting large damage. However, their lack of maneuverability and speed reduces their survival chances against larger warships, and the loading time, not particularly fast, makes missing salvos dangerous. Heavy Cruisers -Classical Branch (with or without torpedoes) Standard, all-purpose heavy cruisers at tier V through X. They have a decent firepower and correct reload time making of them a threat for everyone – not mentionning the good AA armament. They sometimes lack the punch to penetrate the heavier ships, sometimes forcing them to aim at areas with a lighter armor. They are also kind of slow compared to foreign cruisers, and higher ranks do not possess any torpedoes, making them vulnerable at potato-range. -Power Branch Heavy cruisers specialized in high firepower, at rank III, VIII and IX. They have a higher loading time making anti-destroyers duties complex ; however, the damage per salvo are increased. Moreover, the shells adopt a particularly high arc of fire, allowing them to take advantage of plunging fire to penetrate heavy ships by the bridge and citadelling them from here. They remain slow and have no torpedoes. -BattlecruisersReal cruiser killers capable of fighting with battleships head-on, available at rank VI and X. Their shells have enough penetration and damage to be a threat to any protected warship, and they keep the maneuverability of a cruisers along with the anti-air power. However, they sacrifice armors for that, thus making them vulnerable to flanking ; besides, a certain lck of lower caliber secondary armament makes them vulnérable to destroyers. Battlships -Introduction BattlshipBattleship without any speciality, meant to introduce players to the gameplay of battleships without giving them complex specializations right away. -Solo Warrior branchBattleships of rank IV, VI, VII, VIII and IX. These monsters posses a high degree of autonomy and can pull out a good fight even alon against any ennemy thanks to great armor and anti-air armament. Their firepower is muc heavier than the other branch, which is however, compensated by a higher reload time ; they are also more maneuverable but slower. Thei main weakness comes from a light, short-range secondary armament making them vulnerable to destroyers, forcing them to think before moving in order not to fall in a trap. -All-purpose Branch Main US Bbs, correct in most aspects and safely classified are average everyweher. Their canons are more numerous but slightly less powerful, making them as efficient on cruisers as on battleships. Their anti-air armament is very good for a battleship (even though it doesn't replace the safe umbrella of nearby allied cruisers) ; besides, they're faster in higher tiers, but their maneuverability is therefore only average. -Fully MuricanTX battleship of the US tree Montana, having the advantages of both branches, namely an armament as good on battleships as on cruisers, a good speed and maneuverability, and an excellent AA armament for a ship of her type. Her weakness remain in her lighter secondary armament, really efficient only at short range. Aircraft Carriers -Introduction Carrier Carrier without any specialty, meant to introduce players to the gameplay of carriers without giving them complex specializations right away. -Air Supremacy BranchCarriers at rank V, VIII and X and possible configuration of Essex. Their air wings are centered on fighters and are best used defending the sky and spotting the ennemy. Their anti-air armament is tremendously high, but their damage power rather mild. They are also detected from very far away and kinda hard to turn or move. They possess 2 possible air wings : Full defense (ex Lexington 2/0/2) and Balance defense (ex Lexington 1/1/1)Their fighters have an ammunition, reload and/or damage buff compared to other branches -Offense BranchCarriers at ranks V through X and possible configuration of Essex, with air wings centered on bombers, meant to deliver extremely powerful strikers on the ennemy ships. Their anti-air armament is very good. They're detected from far away and hard to steer but accelarate faster than the Air Supremacy Branch. They possess 2 possible air wings : Balance Offense (ex Yorktown 1/1/2) and Full Offense (ex Yorktown 0/1/3)Their fighters do NOT have the ammution/reload/damage buff. -Light Branch Carriers of rank V through VIII, which are special comapred to others. They are rather small and harder to detect, as well as being faster and easier to steer ; besides, their anti-air aramemnt is still rather good. Their air wings are made of a small number of smaller squadrons which are usually of a higher rank than usual, making them more resistant.They possess 2 possible air wings : Ofense Oriented (ex Wasp 1/2/1) and Defense Oriented (ex Wasp 2/1/1) Their fighters and torpedo-bombers are groups of 3 aircrafts of rank [rank of their mother carrier +2]. Their dive-bombers are groups of 4 aircrafts of rank [rank of their mother carrier +1]. Hope you enjoyed it despite its imperfectness (and the imperfectness of my English aswell). I have already done a Japanese and Italian tree ; besides, Russian and German destroyers are complete aswell. If people seems intersted, I will post more of them afterwards. Till then, thanks for having read~
  11. Oder so in der Art Um es kurz zu machen, dies ist kein Buff IJN DD Thread. Alle die sich das jetzt erhoft haben... sorry Zu meinem eigentlichen Anliegen. Beim zweiten IJN DD Baum endet dieser ja mit der Akizuki auf T8. Da ich nicht davon ausgehe, dass wir hier in nächster Zeit eine Erweiterung des Baumes erleben werden, wollte ich Vorschlagen, den Forschungsbaum zu erweitern, damit man mit der Akizuki auch auf die Yagumo forschen könnte, damit so ein alternativer Forschungsweg entstünde.
  12. LastButterfly

    Les TechTree du papillon

    Vu que je progresse encore et toujours, dans quasi toutes les nations, en créant autant d'arbre que j'en duplique, je me suis dit qu'il serait plus pratique de tout regrouper dans un seul topic plutôt que de spammer un topic par branche par nation. Du coup voici ce topic ! Je mettrai à jour ce message principal chaque fois que je créerai de nouvelles branches et/ou donnerait des explications supplémentaires sur mes choix. Dans le futur, plus que les arbres, je détaillerai en quelques phrases le gameplay et les caractéristiques très grossières que j'ai pu leur imaginer IG. Si vous avez des questions, affirmations, objections, ou quoi que ce soit d'autre à dire ou demander sur ces arbres ou les choix que j'ai fait, je répondrai bien évidemment à absolument tout pour chaque classe de chaque branche de chaque arbre. Je ne possède pas forcément d'image/photo/dessin/plan/specs pour tous, mais si vous souhaitez voir les données que j'ai, quelles qu'elles soient, sur une classe précise, n'hésitez pas à me demander, je vous fournirai tout ce qui est en ma possession. Etat des techtree : Arbres terminé : Japonais, Américain, Anglais, Russe, Italien Arbres en cours de réalisation : Français, Espagnol Arbre sur ma liste des arbres à faire après : Allemand Log des mises à jour : 08/01/2017 17:06 création du topic 08/01/2017 18:46 sur suggestion, Starsbourg remplace Dunkerque en BB T7 FR 09/01/2017 02:09 modification de l'arbre russe (ajout de la branche de DD IG, d'une seconde branche de DD, d'une branche de CA, d'une branche de CL) 09/01/2017 13:21 ajout des premières ébauches d'arbres italien et espagnol (parce que j'avais envie) 09/01/2017 18:05 complétion de l'arbre britannique - ajouts des branches de cuirassés américains 10/01/2017 05:51 ajout des caractéristiques techniques détaillées de la branche DD1 italienne 13/01/2017 00:28 : remplacement du CA IT TIX Glorizia par Ansaldo project XII Légende : Gras : navire ayant été construit (au moins partiellement) Italique (branche de cuirassé ou croiseur) : officiellement désigné en tant que croiseur de bataille ou croiseur large Italique (branche de destroyer) : officiellement désigné en tant que leader de destroyer ou croiseur léger Italique (branche de porte-avion) : officiellement désigné en tant que porte-hydravion Souligné : conçu originellement pour une autre nation (indifférent de savoir si le navire a été vendu, prêté, capturé...) Arbre Japonais (état d'avancement : 100%) Lien : http://forum.worldofwarships.eu/index.php?/topic/71143-les-techtree-du-papillon-archive/page__pid__1562236#entry1562236 Arbre Italien (état d'avancement : 100% - recherche de premiums) http://forum.worldofwarships.eu/index.php?/topic/71143-les-techtree-du-papillon-archive/page__pid__1567869#entry1567869 Arbre Espagnol (état d'avancement : 50% - tentative d'équilibrer ce bordel bien que ce soit impossible. Essai de trouver des navires ou design pour équilibrer le tout)
  13. puxflacet

    BB's stock hulls initiave

    EDIT: this thread ceased to be topical since removal most of the battleship stock hulls, however still stands my points about timeline progress and the following debate Battleship hull configurations and their placement in the game this problem is primarily related to first dreadnought battleships which were laid down before world war 1 but survived the war because of the treaties and after war were heavily refitted - some were practically turned into different ship, yet still these radically different configurations share the same tier which is tearing them out of the natural progress through the naval development. this was not so obvious with japanese and american battleships for various reasons, but will heavily affect both germans and british battleships. There are lot of fans of first dreadnoughts which would like to use the ships in their original configuration, but because the orginial and refitted hull versions share the same tiers, players have to accept the fact, that they will be handicapped because they are forced to face 20 years younger ships and even aircraft carriers for which these ships were not designed. EDIT: some of most affected stock hulls were already removed the related problem to this is uneven time distribution through tiers. this game is suppose to cover timespan approx 1900 - 1945 but still is heavily focused on ww2 : because first aircraft carriers, treaty ships and bb refits starts at tier 4 it means that the space for ships from 1900 - 1920 era is limited to tiers 2 and 3 (tier 1 is out because of obvious reasons) yet for the years 1920 - 1945 there are tiers 4, 5, 6, 7, 8, 9, 10 - evident disproportion. this means that ships in low tiers are put into unnatural enviroment which causes some problems, because there are meeting ships which separates more than 30 years of technological and tactical development. this is result of wg copying tiering system from their other games but both tanks and planes cover timespan from approx 1925 - 1950 which is about 20 years shorter than the ship's timespan EDIT: issue of low tier ships in unnatural enviroment was pretty much fixed with MM limits for tiers 2-4 So I think that there should be done something what helps these configurations to be competitive in this game and the best way to balance all warships is obviously to put them in proper place in the timeline, because balance is what is naval engineering all about and every warship were designed balanced compare to their potential enemies. _________________________________________________________________________________________________________________________________________ I can think of these 3 options: 1.) The difference of performance of some battleships between stock and fully upgraded configuration is such drastical, that maybe they should be splitted into more tiers. Maybe it is a way to avoid some unnecessary paper designs and just replace them with older hull of following ship. 2.) Split ships into two cathegories according to their current configuration: pre1920 and post1920 and matchmaker would try to put ships of each cathegory against each other. Preferable rule – certainly not 100%, because of divisions etc. This rule is more focused to the fact that stock bbs have to face carriers, but it would also help to bring ww1 configurations in same matches rather than against their younger counterparts. 3.) Or introduce more complex matchmaking rules - that the specific configurations of ships would have a rating number according to their upgrade status and matchmaker would try to put the ships with closest rating against each other (sounds a bit familiar, right?) These are my 2 cents to this issue. Feel free to comment... EDIT: in reaction to 1MajorKoenig's proposal i am including 2 more radical suggestions, which would more drastically affect the game, but still worth consideration: either: - focus on even time distribution/progression through tiers as 1MajorKoenig proposed - end of ww1 was important milestone in warfare evolution, so if this game wants to include ships before 1920 it is necesarry to put them in proper enviroment. i would even recommend to add 2 more tiers down to make more space so: 1 + 2 + 3 + 4 + 5 tiers for 1900 - 1920 era ships 6 + 7 + 8 + 9 + 10 + 11 + 12 for 1920 - 1945 ships - this would mean of course no 1930 refits for tier 2 - 5 battleships and no pre-1920 hulls after tier 5 and preferably no hull configurations exceeding 20 years sharing the same tier (splitting one ship into more tiers would probably also apply to this) & carrier start at tier 6, etc... or: - focus completely on ww2 and remove every ship configuration before 1920 EDIT: i really didnt mean this seriously. i know its not possible (premium ships cant be removed, and i doubt this would be very popular not to mention how huge change it would be) but certainly its option
  14. Myrmix

    Keep up the diversity

    Like a lot of people playing WoWs I played WoT before. I prefer the flowing gameplay (yes, pun intended) and the ability to dish out damage even if you are bottom tier. But there is one thing I really love about the game: the diversity of tech-trees of the different nations. A russian cruiser is something completely different to an american, the new german BBs are brawlers, compared to the decent ranged IJN ships or inbetween US-ships. Sure there are still points in balancing, but I want to appreciate the fact that every line that came out so far differs quite a lot in gameplay from the existing ones. Please continue doing this, unlike in WoT *coughchinesecough*
  15. Hallo ihr Seebären, ich bin in der CB eingestiegen und was seither abstinent. Jetzt möcht ich wieder ein bisschen Schiffe fahren und brauche euren Rat. 1) Habe immer gern CVs gespielt (damals nur bis Stufe 5). Machen die noch Spaß?/Können die noch einigermaßen mithalten?/Für Einsteiger zu schwierig? 2) Ansonsten habe ich die Arkansas Beta und die Sims und würde dementsprechend die jeweilige Linie spielen. AUch im Hinblick auf die Teamgefechte: Welche Linien sind "Pflicht"? Die Russen und Deutschen gabs damals nicht... 3) Ich hab aus dem Paket noch 3000 Dublonen. Wie kann ich die sinnvoll investieren? Soll ich auf neue Premiumschiffe warten? Kommt in absehbarer Zeit der gemeinsame Account mit WoT, sodass ich mein Gold in WoWs verprassen kann? Vielen Dank für eure Hilfe und immer ne handbreit Wasser unterm Kiel oder so...
  16. Worüber man nicht so alles stolpert ... Auf reddit sind (wohl aus dem Supertest) zwei Bilder aufgetaucht, die den japanischen und amerikanischen Forschungsbaum, mit den fehlenden Schiffen und Änderungen die mit 0.3.1 kommen sollen, zeigen: Die Angaben bzw. Bilder sind natürlich ohne Gewähr, aber man sieht die Essex wieder auf Stufe IX (aber (noch?) kein US-Träger auf X), die Saipan wurde durch die Bouge ersetzt. Bei den Japanern haben wie angekündigt Mogami und Myoko die Plätze getauscht und es gab auch noch am Anfang der Kreuzer eine Änderung (vielleicht nur eine Umbenennung?). Quelle
  17. Hello, Je suppose que je suis pas le premier à évoqué le "French Techtree", mais bon voilà ma proposition. En gras avec une étoile c'est des "paper ship" comme dirais les devs. Edit: MAJ de l'arbre.
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