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You mean ->

Quote

praise the vodka

 

*sorry you seemed to have quoted the wrong part of the article :Smile_trollface:  

 

 

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You really need to add the Tier of the Pan-asia DD near their name, it's awfully hard to remember which one is at which tier.

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57 minutes ago, Azakeit said:

You really need to add the Tier of the Pan-asia DD near their name, it's awfully hard to remember which one is at which tier.

 

Number 002, 003 and 004 on the starter menu have reduced salt, they're suitable for anyone.

Number 005 has been spiced up to make it more interesting.

Number 008, 009 and 010 are so salty they'll make peoples eyes water!

 

All dishes are now cooked on a BBQ for a super smokey flavour that'll last forever.

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19 minutes ago, LilJumpa said:

OT:

 

 

 

Have looked at the forum of WOWp? The tears of players with +10.000 battles. They are all crying to bring back V1.9. What they don't see the low low very low player base of that game.

 

I see the same problem for WOWs coming up with time . Still a much bigger player base but not that much new players. Most forum players (if not all) have +3000 battles. I have played Tier 1 and Tier 2 (even some Tier 3) games with only 4 (of the 24 players) real people the rest were bots.

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5 minutes ago, Milckenbom said:

 

Have looked at the forum of WOWp? The tears of players withe +10.000 battles. they are all crying to bring back V1.9. What they don't see the low low very low player base of that game.

 

I see the same problem for WOWp coming up with time . Still a much bigger player base but not that much new players. Most forum players (if not all) have +3000 battles

 

Just clicked in there for the first time.

You know what I saw? 2 names on the german section who only post negative criticism here in WoWS and they posting the same thing in WoWP. Both have 10k games.

 

I am actually laughing my [edited]off about that.

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On 10/10/2017 at 10:37 PM, Boris_MNE said:

We sincerely thank all the players for participating in our survey and are happy to report that the GZ Test I with deep water torpedoes will last until October 12th. On that day we will send out a new survey and ask you to evaluate the efficiency of that setup for the carrier and share your impressions.

We would like to share some of our plans for upcoming tests.

We made appropriate changes to the 2-0-3 setup (2 fighter and 3 bomber groups) according to your feedback. The circular drop zone for bombers will remain and the circle itself will become a little smaller. This will allow for increased efficiency and competitiveness with the other flight controls.

Another new setup for GZ Test I is 0-2-3. It lacks any fighter planes but has 2 bombers and 3 torpedo bombers.

There are two types of bomber planes:
- with AP bombs, which allow for more damage in a sigle approach;
- with HE bombs for dealing more damage over time with fires.

The circular drop zone for bombers remains in this setup as well, with the circle radius itself being reduced.

Torpedo bombers will be equipped exclusively with deep water torpedoes, which can not harm destroyers. This type of setup will let players deal more damage to the enemy ships, but that also means that air superiority is sacrificed and one would have to work harder to avoid opponent's fighter planes.

The third stage of Graf Zeppelin testing will be launched with patch 0.6.12. We came up with 2 new setups and will be eagerly awaiting your feedback on those.

Thanks, and see you soon!





Dude this is such crap.... I really can not understand if they want crappy fighters of GZ as gimmick or what.

Any half copetent CV player, with IQ higher than 2 can counter you  and shut down permanetnly...  lets not mention t10 games etc etc.

And they expect me to give 50 euros for this, sure.  Unless this is some kind ultimative test for OP carrier players so they can be  better than noob enemy CV. Lul.

 

You gonna laugh haven't you chaps :Smile_teethhappy:

 

They didn't have a single clue what to do with this thing then and now.  Its just embarrassing.

 

You want me to play a CV that can't touch DDs? No thanks. That's the first point.  I am aware that that is a selfish statement but one that will be on the mind of every CV captain out there.  I know DDs are having a hard time at the moment and i actually agree that DDs should not be taken out by CV's.  But the game demands that we do and it gives you SUCH A EDGE in the battle. In a tier 8 CV is not that hard to do.  In a tier 9 CV its easy.  Plus its a way to defend yourself (really) against them.  I know it has good secondary but what's the point if your being set on fire beyond that range?

 

DD captains will hate me for saying that but its the truth :Smile_hiding:

 

I Havant been in a single game yet in which the GZ has done anything constructive.

 

So you wanna try out the 0-2-3 WG? Lets not completely slate this for now. That is some BB destroying fire power right there (German even more so).  Deep water torps AND AP bombs.  Talk about a one trick pony.  

 

1) Completely insufficient against DD's (expect spotting of course)

2) Depending on either a CL or CA, mixed results (Moskva or Neptune)

3) Different BBs take different deck AP damage.  Gonna know your stuff (right BBs in the game)

 

You know what, its at least an option that WG has brought forward.  Its workable under the right circumstances. Would i use it? Hell no as having 2 fighters is a god send as against a full strike Lex, you can shut them down  But its something different and has one more group of planes to worry about.

 

You would just take note of the ships you have in the team and systematic destroy or hunt down whatever planes they have to counter them.  You have Light cruisers left? Sod the Bombers, get the torps.  You have a NC and Alabama, sod the bombers, get the torps. 

 

Using HE bombers would be better and more workable tho.  Very hard hitting torps (and you can cross drop :Smile_ohmy:) on a BB then following up with 3 groups of HE bombers IS JUST NASTY.  If the torps dont kill him, either the flood or the fire will afterwards.  Plus you have HE bombers for the DDs and light crusiers.  Its workable and powerful to be honest.  But you have to take into consideration the enemy fighters and high tier AA.  See what the HP of the planes will be like.

 

On 11/10/2017 at 2:56 AM, Nechrom said:

They seem to be testing everything BUT improving the fighters, which is actually the biggest issue with the GZ.

What kind of strike it has is almost meaningless if the fighters continue to be trash.

 

Looking at the options we've had so far, I'd create something  like this:

  • 2/2/1
  • Fighters get more health. At least Shokaku levels. Current low damage is fine if they get enough health and retain their speed.
  • Same torpedo bombers as this test (2nd Test 1 configuration) but one less squad.
  • A single DB squad of the same type as the HE ones on the original GZ. Small circular drop pattern, no delay.
  • Combine with the fast take-off of the 1st Test 1 config.

That lets you employ fighters closer to enemy ships and in scout roles without instantly start losing planes.

You get your main strike power from the TBs but they can't alpha strike quite as hard as the 15 TB setup.

The single DB squad is your all-round jack-of-all-trades capability. It's just one squad but it gives you some DD strike ability and some fire damage if you time them after DCPs. After the drop they can make decent scouts if needed.

 

I think that's workable mate and a very good suggestion.  Deep water torps for the national flavour (good and bad points) with one set of bombers to do whatever (scout, DD hunting, fires)

 

I think that is the best suggestion yet, nice one.  All WG had to do was ask the players?  Sorted.

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Hi all,

 

From NA forum:

 

"Conqueror Analysis"

https://forum.worldofwarships.com/topic/139491-conqueror-analysis/

 

 

Leo "Apollo11"


This Analysis is actually pretty damn good and pretty much mirrors my thinking on this when i sat and looked back at the post and looked at other information as well. 
When Average players get up to the Conqueror the numbers will continue to drop and i suspect it will eventually balance out.

You must never try and balance a game based on the best players because otherwise you create a game that becomes impossible.
you need to cater to this guy

Image result for average bloke from zero punctuation

 

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Wonder when Shokakus 0/3/3 comes back.....0 fighter setups are plainly bad Lexi proved that over and over. Yea if unoposed you can do damgae but if the enmy gets you you can basically bomb yoursef to get it over faster.....the setups were a gamble option in a time were you might not face an enemy CV thae arent now......also using the dumb no  skill autodrop setup while increasing the number of hits by makeing the circle smaller.? No coment.

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6 minutes ago, JaiFoh said:


This Analysis is actually pretty damn good and pretty much mirrors my thinking on this when i sat and looked back at the post and looked at other information as well. 
When Average players get up to the Conqueror the numbers will continue to drop and i suspect it will eventually balance out.

You must never try and balance a game based on the best players because otherwise you create a game that becomes impossible.
you need to cater to this guy

Image result for average bloke from zero punctuation

 

 

Looks like a Royal Engineer too (Tie)

 

Sorry, such a spotter :Smile_hiding: .That was my thoughts about the Conqueror too but didn't care either way to be honest.  They needed to give the line more time but i have to admit, its still a very strong BB even with the nerfs.

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9 hours ago, JaiFoh said:


 

Image result for average bloke from zero punctuation

 

 

If that is Joe Average, man I am soooo far from being average then :cap_haloween:

 


 

I, too, think that the analysis of the damage the Conqueror does seems to be right on spot.

Now they just have to do the same for the MOO (Master Of Orion) :Smile_izmena::Smile_playing::Smile_great::Smile_medal:

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13 hours ago, fumtu said:

Some changes in 6.12. Some highlights not mentioned here before.

 

Long Jiang

Deepwater torpedo's range increased from 5.0 km to 8.4 km; the detectability increased from 0.6 km to 1.1 km.

 

Phra Ruang

Deepwater torpedo's speed decreased from 52 knots to 51 knots; torpedo range increased from 5.0 km to 7.3 km; the detectability increased from 0.7 km to 1.1 km.

 

Shen Yang

Deepwater torpedo's speed increased from 56 knots to 64 knots; torpedo range increased from 5.5 km to 6.4 km; the detectability increased from 0.7 km to 1.1 km. Jian Wei 120mm main gun's reload time decreased from 10 seconds to 8 seconds; 180° rotation time decreased from 22.5 seconds to 18 seconds.

 

Yue Yang

Hsiang Yang was renamed to Yue Yang to relief the spelling similarity with tier 8 Hsien Yang. Surface detectability increased from 7.02 km to 7.42 km. However, the in-smoke firing penalty remained unchanged.

 

Huang He

152mm main gun's reload time decreased from 7.5 seconds to 7 seconds; 180° rotation time decreased from 30 seconds to 25.7 seconds. Now Huang He can only fire narrow spread torpedoes (but not single-shot), and it was 25% even narrower than regular triple.

 

All changes you can find here

https://sea-group.org/?p=3580&lang=en

 

 

3 hours ago, Kartoffelmos said:

More information on the PA DDs from the development blog:

 

ST, Pan-Asian destroyers

Following destroyers had their torpedo stats changed:

  • LongJiang Tier II - torpedo range is increased to 8400 m (from 5010), detectability is increased to 1.1 (from 0.6);
  • Phra Ruang Tier III- torpedo range is increased to 7320 m (from 5010), velocity decreased by 1 knot (now 51 from 52), detectability increased to 1.1 (from 0.7);
  • ShenYang Tier IV -torpedo range is increased to 6390м (from 5490), velocity is increased by 1 knot (to 51 from 52), detectability increased to 1.1 (from 0.7).

 

These changes are designed to increase the chance to hit a battleship with torpedoes and appropriately decrease efficiency against cruisers.

Pictures of these destroyers were also posted :

  Reveal hidden contents

22339111_1945858629073808_22918512936531

22382277_1945858625740475_39174509672513

22424428_1945858632407141_14160909110349

(Source)

As always, please discuss here.

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Hood & Bismarck

Permanent Camos from Hunt for Bismarck event now provide bonus to service fee reduction.

Low Tier Premium Ship

All Tier V and below premium ships' permanent camo provide +50% XP bonus instead of +30%.

 

nice little changes, more profit margin in the Hood and Bismarck (even though I play the Tirpitz over it these days) is always welcome.

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3 hours ago, peachpest said:

Hood & Bismarck

Permanent Camos from Hunt for Bismarck event now provide bonus to service fee reduction.

Low Tier Premium Ship

All Tier V and below premium ships' permanent camo provide +50% XP bonus instead of +30%.

 

nice little changes, more profit margin in the Hood and Bismarck (even though I play the Tirpitz over it these days) is always welcome.

 

 

Looks like they are going for a normalization of the permanent camo benefits.

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While the analysis of the Conqueror is good, it's missing one crucial balancing aspect: Skill floor.

I believe no one can dispute that Conqueror represents the apex of braindead BB gameplay that is currently infesting the game. It seems like no new BB line is allowed to have serious weaknesses or drawbacks that were and more or less still can be found in the two older lines, instead becoming more and more easy to play while retaining at the very least the same peak efficiency, if not surpassing it. While KM BBs are still serious offenders with no solution in sight, we have hit a new deep low with RN BBs in the skill requirement vs effectiveness ratio.

Normally when balancing a game if a mechanic or strategy is easy to use, it also is either easy to counter or horrendously ineffective compared to more complex ones that require more skill. After all, if something is easy to use and extremely effective, why would you ever want to use anything else?

Yet that is the case with the Conqueror. She requires the most bare minimum of skill yet is at the same time ridiculously powerful. That, quite frankly, makes her overpowered, even if her actual performance were not that far off from her contemporaries. Catering to or balancing around the average player isn't necessarily bad (as that depends more on the type of game you want to create) but when the average player is so abysmally garbage that they have to be spoon fed success something has gone very wrong.

Really, if this keeps up the next BB line will have shells that will automatically citadel any target regardless of hit location, of course in addition to every gimmick currently in existence as well as every cruiser consumable available.

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Conquerer stats come out even with the other BBs just tells me one thing. That this playerbase is even worse than expected. While the unicums set new average damage records with this ship a majority seems to can not even handle this fail-safe ship and play it properly. And that Conq proofs how bad a vast majority of the players seem to be is the saddest thing about this ship.

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18 minutes ago, FallOutBoi said:

And that Conq proofs how bad a vast majority of the players seem to be is the saddest thing about this ship.

 

AidGCNR.gif

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5 hours ago, El2aZeR said:

While the analysis of the Conqueror is good, it's missing one crucial balancing aspect: Skill floor.

 

Herein lies the problem, the ship isn't actually OP, it's just the whole idea of a HE spamming BB is just bad, but you can't fix that by nerfing the heal or changing the concealment, the only thing you can do is go back to the drawing board and start again.

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6 hours ago, El2aZeR said:

While the analysis of the Conqueror is good, it's missing one crucial balancing aspect: Skill floor.

I believe no one can dispute that Conqueror represents the apex of braindead BB gameplay that is currently infesting the game. It seems like no new BB line is allowed to have serious weaknesses or drawbacks that were and more or less still can be found in the two older lines, instead becoming more and more easy to play while retaining at the very least the same peak efficiency, if not surpassing it. While KM BBs are still serious offenders with no solution in sight, we have hit a new deep low with RN BBs in the skill requirement vs effectiveness ratio.

Normally when balancing a game if a mechanic or strategy is easy to use, it also is either easy to counter or horrendously ineffective compared to more complex ones that require more skill. After all, if something is easy to use and extremely effective, why would you ever want to use anything else?

Yet that is the case with the Conqueror. She requires the most bare minimum of skill yet is at the same time ridiculously powerful. That, quite frankly, makes her overpowered, even if her actual performance were not that far off from her contemporaries. Catering to or balancing around the average player isn't necessarily bad (as that depends more on the type of game you want to create) but when the average player is so abysmally garbage that they have to be spoon fed success something has gone very wrong.

Really, if this keeps up the next BB line will have shells that will automatically citadel any target regardless of hit location, of course in addition to every gimmick currently in existence as well as every cruiser consumable available.

 

+1

 

Exactly.

 

This is a low-skill-low-reward line. Which is bad. Either high-high or low-low but not this.

 

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On 12/10/2017 at 10:43 AM, Redcap375 said:

 

You want me to play a CV that can't touch DDs? No thanks. That's the first point.  I am aware that that is a selfish statement but one that will be on the mind of every CV captain out there.  I know DDs are having a hard time at the moment and i actually agree that DDs should not be taken out by CV's.  But the game demands that we do and it gives you SUCH A EDGE in the battle. In a tier 8 CV is not that hard to do.  In a tier 9 CV its easy.  Plus its a way to defend yourself (really) against them.  I know it has good secondary but what's the point if your being set on fire beyond that range?

 

DD captains will hate me for saying that but its the truth :Smile_hiding:

Thats working on the assumption that the GZ would be the only CV that cant torp DD while all the others can.

What if the CV rework just gives deep water torps to ALL cv, and therefore reduces their ability to easily kill DD?

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19 hours ago, peachpest said:

Hood & Bismarck

Permanent Camos from Hunt for Bismarck event now provide bonus to service fee reduction.

Low Tier Premium Ship

All Tier V and below premium ships' permanent camo provide +50% XP bonus instead of +30%.

 

nice little changes, more profit margin in the Hood and Bismarck (even though I play the Tirpitz over it these days) is always welcome.

Excellent news for my Nikolai and Kamikaze R. Yubari, Katori can give me even more Elite captain points so it is great news, Even my König Albert and Ishizuchi will be played more, Ochotnik, Murmansk, texas there are lots of premiums in lower tiers that are far more attractive to play now, eapecially for first wins on saturday-mondays when it is 100%. I know it does not stack but it is extra incentives to play then. . 

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8 hours ago, Xevious_Red said:

Thats working on the assumption that the GZ would be the only CV that cant torp DD while all the others can.

What if the CV rework just gives deep water torps to ALL cv, and therefore reduces their ability to easily kill DD?

 

Then so be it. :cap_tea: But the history aspect of the whole game regarding CV's would be a joke.  Deep water torps only? Nah..

 

But as it stands at the moment, i'll pass if its deep water torps only.  I really looked forward to this CV when WG said it was coming out...What a god awful mess they made of it.

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5 minutes ago, Freyr_90 said:

So.. Stalingrad, huh? 

The CW reward ship thingy? Its a BB right?

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On 13.10.2017 at 1:06 AM, peachpest said:

Hood & Bismarck

Permanent Camos from Hunt for Bismarck event now provide bonus to service fee reduction.

Low Tier Premium Ship

All Tier V and below premium ships' permanent camo provide +50% XP bonus instead of +30%.

 

nice little changes, more profit margin in the Hood and Bismarck (even though I play the Tirpitz over it these days) is always welcome.

 

I like that.

 

7 minutes ago, Freyr_90 said:

So.. Stalingrad, huh? 

 

I don't like that.

 

I hate it when they hide ships behind grind walls. The collector in me is sad.

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