[JUNK] Affeks [JUNK] Beta Tester 1,934 posts 8,416 battles Report post #9576 Posted May 12, 2018 Giving unique mods is a good idea for many reasons (spice up tier 10 meta and competitive, balance certain ships, throttle ships into roles they earlier couldnt perform etc). But tier 8-9 ships already gets uber shafted this will in many cases just further it. The mods in their current state is all over the place tho... The good (as in balanced choices that have reasonable drawbacks) Montana - great replacement for concealment for games or team lineups where you need that extra tankyness and agility to play aggressively instead of sniping at mid range with concealment Zao - a great middle way between range, hitrate and agility, lets you get propulsion mod isntead of rudder 2 mod if you felt the rudder was too sluggish. People will still pick range mod if they want to play safer or main gun reload mod if playing aggressively or DD hunting is your cup of tea (i knoe both can work as ive playef with both and they work well with adapted playstyles) Hindenburg - borderline OP, but still a big drawback to give up concealment for many players. Other than that, for the propulsion mod/rudder mod 3 playtstyle this is a straight up buff to the ship. Moskva - for those who know how to play with bad concealment this is a great option. The buffed dispersion is a great compensation for shooting 6 guns much of the time. The buffed range is a bit redundant, but Moskva guns are usable at any range, it can threaten to citadel about any cruiser at even 22km extra range will come in handy sooner or later. The traverse nerf is a great tradeoff as it stacks with the one from the reload mod. Gearing - useless for randoms, but can see its fair share of use in competitive modes. A perfectly balanced mod that will catch some players off guard at times, but still makes the commander himself think more than twice about running it. Grozovoi - nerf to torps, but buff to guns? Yes finally this thing can be better at DD dueling, something that this thing is already good at, but not nearly good enough to be a star. The Bad (as in OP and/or zero to no drawbacks) Repulique - the drawbacks are hardly a drawback for this ship, the guns reload too fast already, its impossible to reasonably counterplay these guns as a cruiser since you dont have the time to turn between salvoes or consistently use speed dodging. I mean Republique is a flanker brawler so why nerf turret traverse and why not buff secondaries?! Grosser Kurfurst - main gun reload buff is too high and/or the main gun range/traverse nerfs are too low. The secondary buff is awesome and just what the game needs and what players want from this ship, but main gun part of this mod completely overshadows it. If main gun reload goes down to 12% and secondary goes up to 20-25% then we can talk. Khabarovsk - just a straight up buff, the the values were lower or maybe just one of the buffs were added then at least giving up rudder mod would have been a drawback. Yueyang - YY doesnt use smoke in competitive so mostly a straight up buff, but even in randoms the smoke cooldown is so low it would matter too much, especially not in the face of a 10% offensive buff accross the board. Edit: Yamato - Most of us know hoe much the 11% dispersion mod helps US BBs, so why Yamato gets it for only a 6% extra nerf to traverse? Yamato has insane dispersion for dealing with angled targets (people that play right mind you) you can already bring some real hurt with the IJN dispersion pattern +2.1 sigma even if you only shoot the 2 front turrets. The static gameplay in CW and ranked means 6% is rather negligable. Now remember this thing came now after WG said they didnt want BBs to be too accurate or have too much alpha as they can instakill cruisers or DDs after Republique backlash. The irony goes so far on this one. This one is such a no brainer it hurts. I guess they wanted to buff Yamato with this one no other explanation. The Ugly (as in plain terrible, unbalanced or wrong drawbacks) Conqueror - when did CQ ever need rudder shift, rudder survivability or turret traverse? In a way it helps it play more aggressively, but in the end its the long heal cooldown that stops it from playing aggressively so in a pinch the concealment is much more important than some rudder shift for escaping untill heal is off cooldown. Henri IV - while the reload buff is absolutely needed for this ship to be even close to the same playingfield as the other tier 10s, the concealment and rudder nerf is completely uncalled. The rudder is already the worst at the moment and concealment is terrible. All the while that range buff is useless as the floaty shells are a pain to work with. Completely unbalanced mod, replace the range buff for turret traverse or rudder shift and replace the nerfs with something else like range reduction. Minotaur - wtf is this even?! Hmm tough choice between having 12% better reload with no drawback or arguably worse smoke... Just scrap this one. Des Moines - wtf is this even?! Even if this was in slot 5 or 4 this would be useless. Its like they try to push DM away from being an aggressive radar cruiser and be a long range kiting cruiser with spotterplane... This one should just be scrapped. Z52 - since when was z52 a torp boat? A small torp buff to considerably cripple your concealment? Yeh just sad. Shimakaze - this whole mod just reeks of pushing Shima to be a long range torp spammer that doesnt want to get close or take fire. This thing pushes shima away from knife fighting because torpedo tubes now traverse like BB guns?! 36 second 180 degree turn just stupid and keeping the incap nerf that threatens to incap shimas main armament doesnt help shima contest ANY of the other tier 10 DDs in objectives. As for CV mods I have no opinion. Seems stupid to buff Midway planes back to tier 9/10 plane survivability right after putting them at tier 8... But idk dont play top tier CV 1 Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #9577 Posted May 12, 2018 Something that hasn't come up yet btw is how the new Midway upgrade affects the performance of her DBs, especially with AP bombs. Think about it, Midway DBs will now effectively be T12, giving them a huge chunk of survivability while trading off a negligible amount of speed. So unless you invest a lot into AA in any T10 cruiser, especially the ones with comparatively weaker AA, you will quite likely not be safe from AP bomb strikes even with DFAA. RNG will decide whether you take only scratches or get deleted more so than is already the case. I can tell a lot of thought went into these upgrades. 3 Share this post Link to post Share on other sites
FishDogFoodShack Players 685 posts 5,858 battles Report post #9578 Posted May 12, 2018 1 hour ago, Affeks said: Giving unique mods is a good idea for many reasons (spice up tier 10 meta and competitive, balance certain ships, throttle ships into roles they earlier couldnt perform etc). But tier 8-9 ships already gets uber shafted this will in many cases just further it. The mods in their current state is all over the place tho... The good (as in balanced choices that have reasonable drawbacks) Montana - great replacement for concealment for games or team lineups where you need that extra tankyness and agility to play aggressively instead of sniping at mid range with concealment Zao - a great middle way between range, hitrate and agility, lets you get propulsion mod isntead of rudder 2 mod if you felt the rudder was too sluggish. People will still pick range mod if they want to play safer or main gun reload mod if playing aggressively or DD hunting is your cup of tea (i knoe both can work as ive playef with both and they work well with adapted playstyles) Hindenburg - borderline OP, but still a big drawback to give up concealment for many players. Other than that, for the propulsion mod/rudder mod 3 playtstyle this is a straight up buff to the ship. Moskva - for those who know how to play with bad concealment this is a great option. The buffed dispersion is a great compensation for shooting 6 guns much of the time. The buffed range is a bit redundant, but Moskva guns are usable at any range, it can threaten to citadel about any cruiser at even 22km extra range will come in handy sooner or later. The traverse nerf is a great tradeoff as it stacks with the one from the reload mod. Gearing - useless for randoms, but can see its fair share of use in competitive modes. A perfectly balanced mod that will catch some players off guard at times, but still makes the commander himself think more than twice about running it. Grozovoi - nerf to torps, but buff to guns? Yes finally this thing can be better at DD dueling, something that this thing is already good at, but not nearly good enough to be a star. The Bad (as in OP and/or zero to no drawbacks) Repulique - the drawbacks are hardly a drawback for this ship, the guns reload too fast already, its impossible to reasonably counterplay these guns as a cruiser since you dont have the time to turn between salvoes or consistently use speed dodging. I mean Republique is a flanker brawler so why nerf turret traverse and why not buff secondaries?! Grosser Kurfurst - main gun reload buff is too high and/or the main gun range/traverse nerfs are too low. The secondary buff is awesome and just what the game needs and what players want from this ship, but main gun part of this mod completely overshadows it. If main gun reload goes down to 12% and secondary goes up to 20-25% then we can talk. Khabarovsk - just a straight up buff, the the values were lower or maybe just one of the buffs were added then at least giving up rudder mod would have been a drawback. Yueyang - YY doesnt use smoke in competitive so mostly a straight up buff, but even in randoms the smoke cooldown is so low it would matter too much, especially not in the face of a 10% offensive buff accross the board. The Ugly (as in plain terrible, unbalanced or wrong drawbacks) Conqueror - when did CQ ever need rudder shift, rudder survivability or turret traverse? In a way it helps it play more aggressively, but in the end its the long heal cooldown that stops it from playing aggressively so in a pinch the concealment is much more important than some rudder shift for escaping untill heal is off cooldown. Henri IV - while the reload buff is absolutely needed for this ship to be even close to the same playingfield as the other tier 10s, the concealment and rudder nerf is completely uncalled. The rudder is already the worst at the moment and concealment is terrible. All the while that range buff is useless as the floaty shells are a pain to work with. Completely unbalanced mod, replace the range buff for turret traverse or rudder shift and replace the nerfs with something else like range reduction. Minotaur - wtf is this even?! Hmm tough choice between having 12% better reload with no drawback or arguably worse smoke... Just scrap this one. Des Moines - wtf is this even?! Even if this was in slot 5 or 4 this would be useless. Its like they try to push DM away from being an aggressive radar cruiser and be a long range kiting cruiser with spotterplane... This one should just be scrapped. Z52 - since when was z52 a torp boat? A small torp buff to considerably cripple your concealment? Yeh just sad. Shimakaze - this whole mod just reeks of pushing Shima to be a long range torp spammer that doesnt want to get close or take fire. This thing pushes shima away from knife fighting because torpedo tubes now traverse like BB guns?! 36 second 180 degree turn just stupid and keeping the incap nerf that threatens to incap shimas main armament doesnt help shima contest ANY of the other tier 10 DDs in objectives. As for CV mods I have no opinion. Seems stupid to buff Midway planes back to tier 9/10 plane survivability right after putting them at tier 8... But idk dont play top tier CV I am inclined to agree with every one of these EXCEPT Hindenburg, which is most definitely one of "the bad". The tankiest t10 cruiser, with the best AP, HE pen, and super hydro getting even more survivability stacked on top of it's already (arguably) over-performing hull? no thanks. Double for the fact that Hindy's mod has no drawback stat, they're all buffs. Curious where you think Yamato's should go ... 1 Share this post Link to post Share on other sites
[JUNK] Affeks [JUNK] Beta Tester 1,934 posts 8,416 battles Report post #9579 Posted May 12, 2018 1 hour ago, FishDogFoodShack said: I am inclined to agree with every one of these EXCEPT Hindenburg, which is most definitely one of "the bad". The tankiest t10 cruiser, with the best AP, HE pen, and super hydro getting even more survivability stacked on top of it's already (arguably) over-performing hull? no thanks. Double for the fact that Hindy's mod has no drawback stat, they're all buffs. Curious where you think Yamato's should go ... Actually youre right. I think its the last one that shoulf get a buff. The 50% reduction in fire is insane. It shoulf instead be like montys, 10% in those dot survivability stats. The only thing that made me put it in good was because there is technically an argument to use concealment mod instead. Though with how my lates experience with rudder 3/propulsion 2 build performs I see little reason to use concealment anymore. Edit: Oh yeah yamato is def one of the bad going to add it now. 1 Share this post Link to post Share on other sites
[TOXIC] eliastion Players 4,795 posts 12,260 battles Report post #9580 Posted May 13, 2018 WG: We're so glad that t10 ships at least seem somewhat balanced. Also WG: Let's give them modules that COMPLETELY OVERTURN THE WAY THEY WORK. Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #9581 Posted May 13, 2018 Those DesMoins and Conqeror modules just play makes not sense Not to mention the Hindi one, buffing the already best TX cruiser Share this post Link to post Share on other sites
[-EXS-] Hades_warrior Players 5,381 posts 6,643 battles Report post #9582 Posted May 15, 2018 So, it looks like next patch 0.7.5 is around the corner with new branch of US cruisers. But im curious where is that corner? When they coming? https://worldofwarships.eu/en/news/updates/us-cruisers-changes/ Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #9583 Posted May 15, 2018 Look at the version number. Share this post Link to post Share on other sites
[-EXS-] Hades_warrior Players 5,381 posts 6,643 battles Report post #9584 Posted May 15, 2018 7.5. So? It doesnt say when. It could be next week, maybe on start of June even. Tho I dont know why is there on picture ''-0.7.6'' Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #9585 Posted May 15, 2018 You know when the last big patch came We know the major patch frequency We know the hints for May --> patch will come on 24th May or 31th, if they have technical difficulties It is possible that the new Tier IX/X CL come with 0.7.6. Share this post Link to post Share on other sites
[CPC] NoirLotus [CPC] Quality Poster 2,545 posts 13,198 battles Report post #9586 Posted May 15, 2018 According to Flamu, the stats of all US CA and T8 Cleveland are final, the new US CL may get some changes so I guess they could only arrive in 0.7.6 Share this post Link to post Share on other sites
[CR33D] fumtu [CR33D] Players 3,842 posts 38,979 battles Report post #9587 Posted May 15, 2018 28 minutes ago, NoirLotus said: According to Flamu, the stats of all US CA and T8 Cleveland are final, the new US CL may get some changes so I guess they could only arrive in 0.7.6 Yes WG could release one line, CAs, now and the rest in the next update but I think that is highly unlikely. That will mean four more weeks for the next line which is too much. I doubt they will change anything on Helena, Dallas and Worcester. The only ship that possibly could get some changes is Seattle but I don't think there will be some drastic changes. And there is still more than a week till the next update so there is a time for tuning. Interestingly there was still no announces for PTS. Share this post Link to post Share on other sites
Vlad_Vado Players 295 posts 1,812 battles Report post #9588 Posted May 15, 2018 1 hour ago, Hades_warrior said: 7.5. So? It doesnt say when. It could be next week, maybe on start of June even. Tho I dont know why is there on picture ''-0.7.6'' Well, this is a quote of a tuccy response from someone asking about the 0.7.5-0.7.6 thing at the picture: Quote It means that we switched to thematic arcs ;) Not gonna fire all the powder in one go, especially as the change involves basically a major change in one branch and addition of all new branch :) So seems that at 0.7.5 we will get all the CA line plus new T8 cleveland and with 0.7.6 the CL line. Share this post Link to post Share on other sites
[P0RT] Admiral_H_Nelson Players 3,938 posts 23,206 battles Report post #9589 Posted May 15, 2018 I feel that Wargaming have done a good job with the CA line (though we have to see how it all works out in practice, of course). It seems that each cruiser gains more by dropping a tier than they lose in the nerfs made to them. (Though it's all a bit irrelevant to me because I am at Tier 9 Baltimore and closing in on Des Moines anyway). The Cleveland worries me though. The buffs don't feel enough to compensate for a jump of TWO tiers (though the same caveats apply as above). Also, the write-up says " Though Cleveland is not armed with a record number of guns, she benefits from their great firing range and rate of fire. " "...great firing range ..." What? Has ANY reviewer said anything of the sort? Most of the feedback that i had heard is that the range is rather lacking! Share this post Link to post Share on other sites
[SICK] Exocet6951 Weekend Tester 5,151 posts 11,809 battles Report post #9590 Posted May 15, 2018 47 minutes ago, Admiral_H_Nelson said: I feel that Wargaming have done a good job with the CA line (though we have to see how it all works out in practice, of course). It seems that each cruiser gains more by dropping a tier than they lose in the nerfs made to them. (Though it's all a bit irrelevant to me because I am at Tier 9 Baltimore and closing in on Des Moines anyway). Indeed, it's especially fitting for both the NO and Baltimore, as a T7 NO keeps similar firepower and design date (and treaty limitations) as other T7 CAs, and a T8 Baltimore can be the standard-bearer for the wartime CA design like it happens at T8 for other CA branches with ships like the Hipper, Martel (as it would have been in 1942 or 1943), Mogami and Atago. I'm not a fan of a T6 Pensacola though. USN 203mm AP is really potent, and putting it too low is just asking for trouble. The Pensacola is in my opinion going to remain the loathed super glass canon as it currently is, only now it's going to be more frustrating to use with lower accuracy and lower rate of fire. Dropping it from T7 to T6 is a nerf in disguise, if anything. 2 Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,322 battles Report post #9591 Posted May 15, 2018 32 minutes ago, Admiral_H_Nelson said: The Cleveland worries me though. The buffs don't feel enough to compensate for a jump of TWO tiers (though the same caveats apply as above). Also, the write-up says " Though Cleveland is not armed with a record number of guns, she benefits from their great firing range and rate of fire. " "...great firing range ..." What? Has ANY reviewer said anything of the sort? Most of the feedback that i had heard is that the range is rather lacking! I'd say that the description is just pure hype. WG likes to cover their ears when they hear feedback that doesn't suit them. The Cleveland in the client has a max range of 15,6km and a reload of 6,5s. That's 1km more than the current Cleveland at T6 and 1,5s faster. The split has me worried. I feel WG is going to turn several ships into repeats of the Ognevoi, ok ships nerfed by not being balanced for their tiers. 25 minutes ago, Exocet6951 said: I'm not a fan of a T6 Pensacola though. WG will make it the worst USN cruiser with the 45s turret traverse. That's a worse traverse than several BBs at tier. 1 Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #9592 Posted May 15, 2018 I have odd feeling T8 Baltimore might be one of the best CA at that tier. 10s reload, radar, hilarious AA and SHS, though she doesn't have extra range unlike Martel Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #9593 Posted May 15, 2018 From RU homepage: Quote Summarize: Now the movement along the development line of the US cruisers will become consistent and logical, and the commander's skills will be relevant for the entire chosen range of cruisers. Part of the "old men" World of Warships, namely the heavy cruisers Pensacola, New Orleans and Baltimore, will soon move to the level down. At the same time, their losses in the TTX will be minimal and in general the ships will be able to demonstrate even higher efficiency than before. The famous Cleveland, on the contrary, will go to the VIII level of the branch of light cruisers of the USA, where it will wait for its "brothers in arms". The first beginner will be the heavy cruiser Buffalo with the usual 203-mm guns, strong armor and a wide choice of equipment. Share this post Link to post Share on other sites
[NAN0] HaachamaShipping Players 8,474 posts 10,052 battles Report post #9594 Posted May 15, 2018 Hard to understand the translation. Hard to read the white text. Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,322 battles Report post #9595 Posted May 15, 2018 22 minutes ago, Riselotte said: Hard to understand the translation. Hard to read the white text. A perfect summary of @ColonelPete's posts. The RU cruiser announcement has the same message as the EU one. The USN CA's and the Cleveland get changed first, CL's will come later. Share this post Link to post Share on other sites
[SCRUB] Leo_Apollo11 Quality Poster 7,146 posts 31,562 battles Report post #9596 Posted May 15, 2018 Hi all, 1 hour ago, Xevious_Red said: From the FB page: ST. New game modes. Several prototypes of new modes are coming to the test. Alternate mode 1 Special control areas spawn across the map. Once they're capped, they produce particular effects. If there's a same number of ships from the different teams in the area, they're not activated until the number becomes uneven. Possible control area effects: Bonus points for the capping team and same amount of points lost for the rivals Repair of allied ships in an area Damage to enemy ships in an area Alternate mode 2 From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers. Alternate mode 3 Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous. Alternate mode 4 This mode is close to Domination, but the control areas activate only after several minutes have passed. Erm... Leo "Apolo11" Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,322 battles Report post #9597 Posted May 15, 2018 1 - dumb idea. 2 - battle royale's "storm", incredibly lazy dumb idea. 3 - too much vodka comrades. 4 - so it's like Dom, but with a delay timer. Why? Share this post Link to post Share on other sites
[P0RT] Admiral_H_Nelson Players 3,938 posts 23,206 battles Report post #9598 Posted May 15, 2018 1 hour ago, Xevious_Red said: From the FB page: ST. New game modes. Several prototypes of new modes are coming to the test. Alternate mode 1 Special control areas spawn across the map. Once they're capped, they produce particular effects. If there's a same number of ships from the different teams in the area, they're not activated until the number becomes uneven. Possible control area effects: Bonus points for the capping team and same amount of points lost for the rivals Repair of allied ships in an area Damage to enemy ships in an area Alternate mode 2 From the beginning of the battle a zone that becomes progressively smaller spawns on the map. Inside this zone ships are constantly repaired, outside of it - constantly damaged. By the end of the battle the radius of repair zone is no more than 3 kilometers. Alternate mode 3 Each team has a fort. Players need to cap the areas, which spawn ships equipped with explosives. Those ships move towards the enemy forts where they are supposed to detonate. These ships have a countdown timer, and they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius. Amount of damage depends on the distance to the target. Direct damage to the fort does decrease the amount of points for the rival team but is less advantageous. Alternate mode 4 This mode is close to Domination, but the control areas activate only after several minutes have passed. Mode1 = Epicenter Mark 2. Some ideas worth considering but more enforced brawling - which makes it even more difficult to play cruisers. Mode2 = Suitable for April 1st mode, but greatly diminishes immersion by being so artificial. Mode3= "...they can only continue moving when there is an ally next to them. Once the ship explodes it damages every ship and fort caught within the blast radius.." Including the ally no doubt. Maybe WG are hoping to attract more ISIS suicide bombers into the game. Mode4=Too little detail to judge the value of this mode. I know what I would like to say in summary, but if I did then I would not only be banned permanently from the game but I fear that legal proceedings would be started against me. I know that they are "just ideas", but the fact that they are even contemplating this makes me very sad. Share this post Link to post Share on other sites
FishDogFoodShack Players 685 posts 5,858 battles Report post #9599 Posted May 15, 2018 These new modes are awful. Share this post Link to post Share on other sites
[NECRO] Deckeru_Maiku Beta Tester 6,636 posts 24,864 battles Report post #9600 Posted May 15, 2018 48 minutes ago, Leo_Apollo11 said: Hi all, Erm... Leo "Apolo11" Yep, another good reason for not having Failbook - you don't get to see such utter brainfarts... unless you get to see it here on the forum then, of course... I don't know who came up with this stuff... and I must admit, it would be nice to see all those BaBBies die because of a) not knowing how these modes work and b) knowing it, but still hugging borders. Guess I'd only play my Kamikaze then - 5.4 klicks visibility - and stay invisible 'til all potatoes on both sides have been executed... If they implement either of these, they will probably have a lifetime of... meh... two or rather only one update(s) before they get pulled again due to all the feces hitting the windmachine Share this post Link to post Share on other sites