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Discussion thread for "some interesting info around the world"

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2 minutes ago, Deckeru_Maiku said:

 

Uhm, I did.. once... when in a DD I got torped by an allied DD (in enemy cap.. he said he had "misclicked the button, as he wanted to fire at the mountain behind me with his guns" - yeah, sure... pull the other one, this one got bells on it...) and suffered only 9k damage... he turned pink immediately and - as I didn't repair - started to take my flooding damage, while I didn't take any further damage at all. I whined, begged me to repair, threatened to torp me again (!) and even tried that, before he got sunk, which made me repair, as now I started to take damage again...

 

Erm, no?

 

He didn't get mirror damage from the torpedo hit itself, that one only turned him pink. It was after that torpedo hit turned him pink that the DoT from the flooding on you started reflecting damage.

 

Which is precisely why the whole idea about instant mirror damage from torpedo hits is plain nonsense. If you aren't pink, you don't get mirror damage. And any singular hit will only register once, so no matter how massive that hit was, the worst it can do is turn the culprit pink. Only THEN does mirror damage become a thing, post-facto.

Hence, if you or anyone else hits an ally with a torp and either don't proc a flooding or it gets instantly repaired, the worst that can happen to you is you get pink. If the hit outright TKs your ally, no DoT and the worst that happens to you is you get pink. That means the ABSOLUTE worst case under such scenarios is the victim dies, not the victim and the culprit. The pinkie only ever died on mirror damage if he got pink and the victim suffered DoT that would then reflect on the culprit, but there's absolutely nothing instantanous about it. Which was the entire point about reflected damage, to serve as a punishment.

 

This whole change is nothing but a reprieve for the would-be teamkillers and as I've said already, does nothing to help the victims of such misconduct.

 

 

How that idea didn't get laughed out the room the moment it was pitched but instead actually entered testing is utterly beyond my comprehension.

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22 hours ago, Aotearas said:

How that idea didn't get laughed out the room the moment it was pitched but instead actually entered testing is utterly beyond my comprehension.

I'm absolute with you on this... as I wrote, it's an utterly dumb change

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I can't understand why they won't just make fire and flooding chance to allies 0%... Or is this too much logic for WG to handle?

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Wg seems to be operating under the assumption that being pink, in and of itself, is a punishment and actually affects one's gameplay in the slightest. And therefore anything in addition to that is just overkill ...

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12 minutes ago, FishDogFoodShack said:

Wg seems to be operating under the assumption that being pink, in and of itself, is a punishment and actually affects one's gameplay in the slightest. And therefore anything in addition to that is just overkill ...

I blame russian bias.

 

In Soviet Russia, being pink probably entailed a terrible fate, we can still see it with Putin's anti-fabulous agenda. Guess our developers have not yet shaken off the vestiges of past horrors, ... or maybe Putin's graps extends further than we give that man credit for.

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ST. Anti-abuse system

 

Players will only receive mirror damage for hitting allied ships with torpedoes after being warned and becoming pink. Instant mirror damage from torpedoes led to situations where due to an unfortunate mistake the team lost 2 ships at once, thereby having significantly reduced chances of winning.

This is great BS. Now noobs will more abuse system for allie damage then before by realizing they wont be really punished until they get pink with baby steps.

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Spoiler

 

 

Yay, another bow camper.

Just what this game needed.

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4 hours ago, El2aZeR said:
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Yay, another bow camper.

Just what this game needed.

 

well TBH if current ranked showed something is that T10 gameplay is beyond saving 

close range and fun engagements cant occure under those circumstances,

atleast not as standard they happen once in a whole when stars aling....

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The new special T10 upgrades look interesting. Most are direct buffs to the ships. Some have drawbacks, the one for the Minotaur is so heavy I can't see anyone taking it.

I'm on the fence, but I can see people taking them for certain ships.

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Midway (Slot 6)
+30% to attack aircraft survivability
-5% to maximum aircraft speed

Hakuryu (Slot 6)
+5% to maximum aircraft speed
+15% to to fighter HP

 

 

 

c0c.jpg

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33 minutes ago, principat121 said:

Hakuryu (Slot 6)
+5% to maximum aircraft speed
+15% to to fighter HP

 

Because clearly Haku isn't good enough at air control yet.

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6 minutes ago, El2aZeR said:

 

Because clearly Haku isn't good enough at air control yet.

Needs more XP :P

048e74d2-c0a9-11e7-a089-ac162d8bc1e4.jpg

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Lol !!

 

They bufffed Shima stealth a few updates ago to help it and now they gonna give Gearing an upgrade that gives it the same stealth or better. Come on seriously WG !!

 

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8 hours ago, NoirLotus said:

Lol !!

 

They bufffed Shima stealth a few updates ago to help it and now they gonna give Gearing an upgrade that gives it the same stealth or better. Come on seriously WG !!

Gearing wasn't doing much better than shima before the shima buff and this module isn't a buff. It's a trade off module that I think many will be thinking twice before equipping. So.. we'll see.. You kind of have to compare the modules and think about it.

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Honestly, most of these modules are straight up garbage.

Moskva being the most incredible one. You really need to be a complete moron to give up 10% concealment for a bit more range. 13.8km is already hard enough.

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Half these modules are straight up terrible, other ones are hard upgrades with no real drawbacks at all. Correct me if I am wrong but the Zao and Yamato ones are absolute no brainers to take?

 

And then there is the Moskva, Midway, and a myriad others ...

 

It begs the question, why not just adjust the ships themselves?

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4 minutes ago, FishDogFoodShack said:

Half these modules are straight up terrible, other ones are hard upgrades with no real drawbacks at all. Correct me if I am wrong but the Zao and Yamato ones are absolute no brainers to take?

 

And then there is the Moskva, Midway, and a myriad others ...

 

It begs the question, why not just adjust the ships themselves?

Because in that case every ship is the same. In this case players can equip their ships and play around the stats. Honestly I like it more but this idea of these modules are just bad.

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21 minutes ago, FishDogFoodShack said:

It begs the question, why not just adjust the ships themselves?

Lazy/cheep balancing? Spend X hours fixing the silly citadel on Neptune/Mino or just give a debuff to ships firing on it?

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Khabarovsk (Slot 5)
-13% to main battery traverse speed
-6% to main battery loading time
+8% to main battery maximum firing range

 

Wait...is that a straight up Buff? :Smile_teethhappy:

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32 minutes ago, FishDogFoodShack said:

Half these modules are straight up terrible, other ones are hard upgrades with no real drawbacks at all. Correct me if I am wrong but the Zao and Yamato ones are absolute no brainers to take?

 

And then there is the Moskva, Midway, and a myriad others ...

 

It begs the question, why not just adjust the ships themselves?

 

Really agree with @ShinGetsu and you, the good upgrades (République, Yamato, Zao, Khaba, Shima) don't have any significant drawbacks, or no drawbacks at all.

 

Honorable mention to H4, Moskva and Hinden upgrades who perpetuate the tradition to have cruiser with bigger detectability than Battleships.

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I don't see what's so good about the zao upgrade . u trade 1.3 km range for 20% rudder no thanks . 

On the other hand the Khaba one is interesting ,  range goes to 14.6 and reload to 3.76  but u trade the 40% rudder  (math might be wrong )

Republiq is an obscene buff  lose some range but get massive reload < 20 secs with AR might go to 15-16 secs ?  rip cruisers for good since the guns overmatch 30 mm armor. 

Yamato one looks like a no brainer , reload , turret traverse decrease ( which is a god send ) and dispersion . 

DM again lose range and radar duration for what ... lol u are already a bunker next to an island so no need for rudder , acceleration maybe but not worth it for me .

The CV changes lol ... wtf  

The remaining not particulary interested . 

 

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13 minutes ago, Desteban said:

 

Wait...is that a straight up Buff? :Smile_teethhappy:

I have to give up the 40% ruddershift for it though.

I don't know. Range would be real great on Khaba; but on the other hand you lose a fair bit of agility.

 

4 minutes ago, Spectre__ said:

I don't see what's so good about the zao upgrade . u trade 1.3 km range for 20% rudder no thanks . 

On the other hand the Khaba one is interesting range goes to 14.6 and reload to 3.76  but u trade the 40% rudder  

Republiq is an obscene buff  lose some range but get massive reload < 20 secs with ar might go to 15-16 secs ?  rip cruisers for good . 

Yamato one looks like a no brainer , reload , turret traverse decrease ( which is a god send ) and dispersion . 

DM again lose range and radar duration for what ... lol u are already a bunker next to an island so no need for rudder acceleration maybe but not worth it for me .

The CV changes lol ... wtf  

The remaining not particulary interested . 

 

Careful, Yamato LOSE traverse speed. Which mean it will be even slower than it already is right now.

But with a total of -18% dispersion, it's a complete no brainer... 

 

République, the same, lose traverse speed, which is one of its biggest strenght when brawling. Also, losing -16%range, nobody care about that, it would still have 22km which is more than enough. Combined with the reload it's a completely overpowered module.

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2 minutes ago, Spectre__ said:

I don't see what's so good about the zao upgrade . u trade 1.3 km range for 20% rudder no thanks . 

On the other hand the Khaba one is interesting range goes to 14.6 and reload to 3.76  but u trade the 40% rudder  

Republiq is an obscene buff  lose some range but get massive reload < 20 secs with ar might go to 15-16 secs ?  rip cruisers for good . 

Yamato one looks like a no brainer , reload , turret traverse decrease ( which is a god send ) and dispersion . 

DM again lose range and radar duration for what ... lol u are already a bunker next to an island so no need for rudder acceleration maybe but not worth it for me .

The CV changes lol ... wtf  

The remaining not particulary interested . 

 

You're reading the Yamato one wrong, -19% turret traverse speed, so the "drawback" is that it's turrets turn even slower.

Thing is MBM3, which is the best upgrade option in it's place, already nerfs traverse speed, so you gain extra buffs in exchange for like 6% worse turret traverse, which comes to what, another half second? a paltry price to pay.

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Ohh yeah you guys are right , i was thinking about the rotation +  , still if yamamoto gets the 1 degree instead of 0.7  , it will be workable ? 

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21 minutes ago, ShinGetsu said:

I have to give up the 40% ruddershift for it though.

I don't know. Range would be real great on Khaba; but on the other hand you lose a fair bit of agility.

This ship turns like a brick anyway. Get rid of the 40% ruddershift and enjoy the usual 20% which btw don't bleed your speed as fast.

Being able to burn BBs from range makes this a more than viable solution. :Smile_izmena:

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