[SPAM-] Youti_God_of_Pantsu Alpha Tester, Players, In AlfaTesters 3,020 posts 40,575 battles Report post #3501 Posted June 28, 2016 (edited) Cela ressemble a rien comme l'izumo mocheté/20 Edited June 28, 2016 by youti44 Share this post Link to post Share on other sites
LastButterfly Beta Tester 5,519 posts 2,939 battles Report post #3502 Posted June 28, 2016 Je sais que je vous coupe de vos gros-calibres favoris mais quelqu'un sait ce que Black aura de spécial pa rapport au fletcher ? J'aibeau fouiller partout, rien. Je vois meme pas ce qu'ils pourraient inventer. Je connais bien des Fletcher originaux (hutchins les 5 qui ont suivis avaient originellement une catapulte pour hydravion... Ca pourrait etre amusant IG) mais black, RIEN. Quelqu'un sait pourquoiils ont pickblack et ce que black aura d'unique ? Share this post Link to post Share on other sites
[CHATS] Webley_Mark WoWs Wiki Team 12,258 posts 9,799 battles Report post #3503 Posted June 28, 2016 Rien. Juste son prix. Share this post Link to post Share on other sites
[SPAM-] _Redscorp_ [SPAM-] Players 692 posts 19,614 battles Report post #3504 Posted June 28, 2016 (edited) Takao arrive??? je vais tirer au canon de super gravité et aux torpilles corrosives non stop dans les mois à venir Edited June 28, 2016 by _Redscorp_ Share this post Link to post Share on other sites
LastButterfly Beta Tester 5,519 posts 2,939 battles Report post #3505 Posted June 28, 2016 Takao arrive??? Dixit WG "on ne la veut pas disponible avant que la vraie Takao soit IG" Perso je vois mal comment ils vont faire. Si tu veux couper la classe Takao tu mets Atago ou Takao, et Maya, a l'extrème limite chokai. Mais pas Atago ET Takao. C'aussi pertinent que d'avoir plusieurs Fletcher IG ... Wait. Rien. Juste son prix. Il y en à 172. Ils en ont pris un au' pif... Share this post Link to post Share on other sites
[CHATS] Webley_Mark WoWs Wiki Team 12,258 posts 9,799 battles Report post #3506 Posted June 28, 2016 N'empêche que le Nelson a quand même 109 canons AA en tout. Si on en croix Wikipédia. Qui plus est, il est plus condensé que l'Izumo. Share this post Link to post Share on other sites
[SPAM-] Youti_God_of_Pantsu Alpha Tester, Players, In AlfaTesters 3,020 posts 40,575 battles Report post #3507 Posted June 28, 2016 (edited) Je sais que je vous coupe de vos gros-calibres favoris mais quelqu'un sait ce que Black aura de spécial pa rapport au fletcher ? J'aibeau fouiller partout, rien. Je vois meme pas ce qu'ils pourraient inventer. Je connais bien des Fletcher originaux (hutchins les 5 qui ont suivis avaient originellement une catapulte pour hydravion... Ca pourrait etre amusant IG) mais black, RIEN. Quelqu'un sait pourquoiils ont pickblack et ce que black aura d'unique ? Un camo qui donne que +50% xp en + et un coup de repa moins cher sinon rien de plus. N'empêche que le Nelson a quand même 109 canons AA en tout. Si on en croix Wikipédia. Qui plus est, il est plus condensé que l'Izumo. Si on suit le wiki on aurai des kongo / fuso /nagato équipe de plus 100 pièce de 25 mm Edited June 28, 2016 by youti44 Share this post Link to post Share on other sites
LastButterfly Beta Tester 5,519 posts 2,939 battles Report post #3508 Posted June 28, 2016 Un camo qui donne que +50% xp en + et un coup de repa moins cher sinon rien de plus. Un premium qui n'a de spé que les atouts qu'ont les premium en général ? Qui plus est COPIE CONFORME d'une classe déjà IG ? J'y crois pas. Ils vont slap un radar ou set de torp unique au dernier moment... Share this post Link to post Share on other sites
[STOMP] Isithran Players 6,233 posts 15,252 battles Report post #3509 Posted June 29, 2016 Mais le fletcher était pas déjà assez fort ? Fallait vraiment en faire un premium? J'vous jure, ces russes, je les comprendrai jamais... Mettez nous les anglais d'abord ^^ D'ailleurs: Sur le forum anglais j'ai rigolé en voyant les anglais se demander si leur branche arriverait même après le Brexit ^^ 5 Share this post Link to post Share on other sites
[CHATS] Webley_Mark WoWs Wiki Team 12,258 posts 9,799 battles Report post #3510 Posted June 29, 2016 L'argent ne pose pas de question. L'argent agi. L'argent appelle l'argent. Non, le seul intérêt du truc va être d'avoir un T-IV sans se fatiguer, c'est juste ça. A moins que ce ne soit une récompense, mais pourquoi dans ce cas... Sur le forum anglais j'ai rigolé en voyant les anglais se demander si leur branche arriverait même après le Brexit ^^ Parce que oui: On sait jamais! Share this post Link to post Share on other sites
OttoKretschmer Alpha Tester 2,503 posts Report post #3511 Posted June 29, 2016 ils ont pick Black à cause de son nom "badass", rien de plus à mon avis 1 Share this post Link to post Share on other sites
LastButterfly Beta Tester 5,519 posts 2,939 battles Report post #3512 Posted June 29, 2016 Mais le fletcher était pas déjà assez fort ? Gnevny --> Gremyashchy Atlanta --> Flint Sinon tout porte fonc à croire qu'on aura par le futur un petit tas de Fletcher tous indentiques avec seulement les noms qui changent dans la boutique... Bah oui ça fait 172 navires premium qu'ils ont pas à redesigner ! Easy money. Share this post Link to post Share on other sites
[SPAM-] Youti_God_of_Pantsu Alpha Tester, Players, In AlfaTesters 3,020 posts 40,575 battles Report post #3513 Posted June 29, 2016 (edited) Explication/ retour du mode bastion de TheSupremeOne34 (fofo NA) http://forum.worldofwarships.com/index.php?/topic/85328-tso-explains-bastion-mode-everything-youll-need-to-know-for-058/ partie 1 I have graciously toiled away for hours in the training room on 0.5.8 just so that the some questions can be answered about this long awaited game mode. Bastion mode. These guns aren't for looks What Is Bastion Mode? Bastion mode is a new game mode in World of Warships that was introduced in the 0.5.8 patch. The bastion mode is similar to a domination logic game, but with some very noticeable differences in how the capping mechanics work as well as what the rewards for claiming a cap are. Capping Mechanics in Bastion Mode: I'll start this guide with the objective of winning a match. As with any match, there are four victory states. One of them is to get 1000 tickets for your team. Like domination modes, this is done by capturing points. a typical bastion match In bastion mode, there are three to four capture points depending on the map.The above image shows the locations of the capture points on the Atlantic map. These points are in the same general location as in a domination match on the same map, but in bastion they are numbered 1 through 4 instead of A through D. A captured point gives 3 tickets every 4 seconds. This is where similarities between bastion and domination stop. A four point bastion map even though Atlantic is a three point domination map The bastion capture points have two buildings in every capture point. These buildings have an amount of hit points and do various functions. If a capture point has been taken but is not occupied by an enemy vessel, firing on one of these buildings will reduce the progress of the capture. Then, instead of providing tickets to the team progress, the capture point will provide tickets to recapture itself. If both buildings can be destroyed in quick succession, there will be less than 20% capture progress remaining, making the point easy to take back for your team. Let me emphasize this. If you know a cap is empty and a match is close, shooting the buildings will halt ticket progress of the enemy team. This is the same as trying to contest a cap by putting your ship in it. If the cap is not empty, shooting the buildings does nothing but damadge them. You can use this to locate stealth destroyers. What Makes Bastion Special? The bastion game mode has two buildings in each capture point. Capturing a base causes the buildings at that base to work for the team they belong to. The first building is a surveillance station, the second is a fort. Capturing bases allows the fort to fire on enemy ships and allows the surveillance building to spot ships that otherwise couldn't be seen. These both will give your team the upper hand in a bastion match if you can control more points than your enemy. There are a few things that you will need to know about each of these two buildings. Surveillance Stations: These surveillance stations are the ultimate snitch. It is completely impossible for anyone to ninja cap in Bastion mode because these stations see all There isn't a whole lot to be said about these stations, their mechanics are very simple. The surveillance station spots enemy ships for your team. Contrary to popular belief, these buildings do not have radar. The surveillance station's spotting mechanics act like the ship mechanics, if it is within your surface detection range and has a line of sight, it can see you. If the station is destroyed, it will become non-operational and heals itself until reaching 9000hp. When one of these stations comes online, their maximum acquisition distance appears on your minimap as a dotted circle. The farthest a surveillance station can see is shown by the dotted line (in this case, station 3) When multiple stations are online, their dotted circles are merged into one single shape. Here two stations (1 and 2) are in allied hands. Thier maximum acquisition is nearly the entire map. The two numbers you need to remember for surveillance stations 14.0 km detection range by sea. These things are very easy to spot. Some battleships will have better concealment. 9000 hit points. This may not sound like a lot, but these stations are nearly impossible to hit. Their elevation makes it so that you have to aim above the station by an amount that depends on your guns and your distance in order to hit it and the building is easily smaller than a destroyer. But hit one with two battleship shells and it is gone. Fortresses: There is quite a bit more to discuss with these unique buildings. 16" shore guns. Known historically for their devastating power. Fortresses are armed with three 16 inch by 50 calibers coastal artillery guns which will fire on anything within range. These weapons have a range of 25km and reload in 10 seconds, meaning a full volley from these batteries has the equivalent dpm of an iowa class battleship. The turrets fire HE shells with a very good fire chance, most likely the 20-30% we see in the Iowa's shells. Thier traverse rate is astronomically high as well. I don't have a number, but it seems atlanta fast. These guns will always be able to hold you in their sights and they will find you very quickly. One hit from this gun will reduce a destroyer to three quarter or even half health and will easily destroy every module on the ship. Due to the turret configuration, though, these fortresses usually only can get two guns on any target, and sometimes only one. They also will not engage multiple targets simultaneously. When a fortress is destroyed, it goes into a cooldown where it heals. The fortress will not operate again until it has reached 210000 hp. This takes something in the vicinity of 5 minutes for it to do. A fortress has four anti aircraft mounts. They seem to be 5" flak guns. I don't know much else about them as if there are even carriers at high tiers When a fortress comes online, its firing range appears on your minimap. Here you can observe a light blue firing ring centered at the south cap. This is the fortress range. Notice how much larger it is than the 19.9km circle of the amagi Unlike the surveillance stations, the ranges of the fortresses are not combined on the map Edited June 29, 2016 by youti44 Share this post Link to post Share on other sites
[SPAM-] Youti_God_of_Pantsu Alpha Tester, Players, In AlfaTesters 3,020 posts 40,575 battles Report post #3514 Posted June 29, 2016 (edited) Explication/ retour du mode bastion de TheSupremeOne34 (fofo NA) http://forum.worldofwarships.com/index.php?/topic/85328-tso-explains-bastion-mode-everything-youll-need-to-know-for-058/ partie 2 The next thing to consider about these fortresses is that they cannot shoot over land obstructions. It is possible to hide from these guns, but it also means that some are strategically more valuable than others. You may have noticed that in the above image, fortress 2 has a much greater portion of the map to shoot at than the other two fortresses. This makes 2 by far the most valuable fortress on Atlantic, but rocks and obstructions combined with its max range creates safe areas where fortresses can not hit you. An exact depiction of where the center fortress can engage The firing arcs of the south fortress are not very useful compared to the center cap because they point away from the center of the map, though they are slightly stronger firing on the east side of the map. The firing arcs of the north fortress are so obstructed by rocks as to be entirely useless unless the enemy is within the capping circle. Finally, there are two quirks you need to know about with forts. The first is that there is simply no minimum firing range on those guns. The 16" guns will lower their muzzle velocity as your ship nears in order to guarantee you are always able to be hit. The second is that they have absolutely no acquisition ability. No matter how close you get to one of these forts, if there are no enemy ships spotting you and the surveillance station is dead, you will never be shot at by the fort. Here's your numbers to remember 10km surface detect. Yes, these have a lower detection range than the towers even though they are far bigger. The detection range of a fortress also does not go up when it fires its guns. They have a 10 km minimum invisifire range because of this. 210,000hp. These things are tough. Only a Yamato can kill one in two salvoes or less. Luckily, they are very easy to hit and a Yamato captain can easily kill one in two salvoes or less. 25km firing range. These things can really reach out and touch you 10 second reload. You're not going to be able to go bow-on then broadside between salvoes extremely fast traverse. these guns could follow a high tier russian dd at 3km range. You will not win a turning war with them. How do you kill them? The best way to kill one of these installations depends on your ship. Both HE and AP shells will do exactly 50% of their maximum damadge when they hit one of these buildings. Whichever of your two shell types has the higher alpha damadge is the one you should use. None of the damadge that you deal to one of these installations counts toward your damadge done in battle, but killing one of these stations does give a ribbon. Neutralizing a station gives you zero damadge done, but does yield the suppression ribbon The Problem with Bastion Here's the disappointing thing, though. The three fortress turrets aim about as well as your secondaries without any skills to buff them. While they can land about a hit every minute on a bb not trying to avoid them at about 10 km range, they will simply never hit a cruiser or a destroyer unless the driver is very unlucky. The dispersion on these guns is so hilariously bad that at 1 km in a clemson broadside to the fort and stationary, the shells were landing at most one ship length too short or too far and missed by even crazier amounts in leading the ship. 3km, sir? That's way more than we ever trained for. (also, I as would later learn, if Shimakaze shot at the Surveillance building, she would have stopped the c cap from gaining the 3 tickets it needed for the enemy to win long enough for the ship to step into the cap and take it back) Conclusion In the end, because the turrets are so incredibly weak, there is no difference between domination and bastion gameplay. The primary advantage of capping is still to build tickets to get a cap victory. The surveillance building, while useful, is very fragile and can be killed by most dd's trying to ninja a cap. Of course, the dd will still be spotted because it has to fire its guns to destroy the building. The forts are almost completely useless and end up mainly just being something pretty that may shoot at you, leaving much to be wanted from them. If they do hit you, they probably will set you on fire, which may burn a control party. Overall, don't expect to see anything different from the standard fare of domination mode. EDIT: I nearly forgot: The biggest difference in gameplay you will see only occurs when a team is about to win by capping. A cap can be contested by a ship (particularly a bb) shooting the buildings. This will halt the tickets produced by that cap and reduce the capture progress on the cap. The cap then exchanges its tickets for progress until it recaptures itself. Edited June 29, 2016 by youti44 Share this post Link to post Share on other sites
[SPAM-] Adrien83510 Beta Tester 3,111 posts 4,060 battles Report post #3515 Posted June 29, 2016 ça promet d'être intéressant ça ! Share this post Link to post Share on other sites
[SPAM-] Youti_God_of_Pantsu Alpha Tester, Players, In AlfaTesters 3,020 posts 40,575 battles Report post #3516 Posted June 29, 2016 Nouvelle map loop Share this post Link to post Share on other sites
[KHIF] Finitan Players 3,687 posts 15,384 battles Report post #3517 Posted June 29, 2016 a voir en jeu mais avec l'AA des forts on risque bien de voir encore moins de CV en jeu ...... Share this post Link to post Share on other sites
[UTW] ShinGetsu Weekend Tester, In AlfaTesters 8,985 posts 7,359 battles Report post #3518 Posted June 29, 2016 J'suis déçu par cette map. Avec un nom pareil j'aurais bien vu des îles vraiment disposées en cercle qui ferait un diamètre équivalent à la moitié de la map... Sinon le mode bastion... ma seule question c'est "est-ce qu'on peut le désactiver ?" Les simples faits que ces trucs aient de l'AA et puissent permaspot à de telles distances me dégoûtent. Share this post Link to post Share on other sites
[SPAM-] Adrien83510 Beta Tester 3,111 posts 4,060 battles Report post #3519 Posted June 29, 2016 Y en avait qui se plaignaient des CVs et des stealth DDs ? Plus de problème ! Share this post Link to post Share on other sites
[CHATS] Webley_Mark WoWs Wiki Team 12,258 posts 9,799 battles Report post #3520 Posted June 29, 2016 Ils devraient mettre des canons double sur leur bastion. Ils toucheraient peut-être enfin quelque chose. Share this post Link to post Share on other sites
Carnotzet Privateer 444 posts 6,819 battles Report post #3521 Posted June 29, 2016 Sinon le mode bastion... ma seule question c'est "est-ce qu'on peut le désactiver ?" Non. Il ne sera pas possible d’exclure ce mode de jeu. Share this post Link to post Share on other sites
[3X] OhMyDoge Community Contributor 1,613 posts 16,998 battles Report post #3522 Posted June 29, 2016 (edited) C'est surprenant qu'on ne nous propose pas de le desactiver, c'est quand meme un mode particulier, a faire passer des nouveux modes de jeux comme ca, le jeu risque de finir comme Wowp: la chute du nombre de joueurs parce que certains n'aiment pas les nouvelles MAJ Edited June 29, 2016 by BlackTorp Share this post Link to post Share on other sites
[STOMP] Isithran Players 6,233 posts 15,252 battles Report post #3523 Posted June 29, 2016 Il n'y a déjà pas assez de joueurs. Trouver un partie T10 peut prendre du temps parfois. Si en plus , il n'y a que la moitié des joueurs dans chaque mode de jeu, je crains le pire. C'est bien la nouveauté. Arrêtez de vous plaindre avant d'avoir testé en FFA ^^ 1 Share this post Link to post Share on other sites
[CHATS] Webley_Mark WoWs Wiki Team 12,258 posts 9,799 battles Report post #3524 Posted June 29, 2016 Ils feront peu être un mod à part quand ils auront fait plusieurs maps du même style. En attendant, les chances de tomber sur l'atlantique, dans cette configuration... C'est pas gagner. Share this post Link to post Share on other sites
[3X] OhMyDoge Community Contributor 1,613 posts 16,998 battles Report post #3525 Posted June 29, 2016 (edited) C'est bien la nouveauté. Arrêtez de vous plaindre avant d'avoir testé en FFA ^^ Tout a fait! Et il en faut! Je trouve ca original et interessant, mais certains risquent de ne pas aimer ce mode. Entre developper des nouveaux modes ou bien des nouveaux navires, mon choix est vite fait On parle bien de World of WARSHIPS Edited June 29, 2016 by BlackTorp Share this post Link to post Share on other sites