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Discussion thread for "some interesting info around the world"

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[LEOND]
[LEOND]
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1 hour ago, MrConway said:

If we stuck with the old ctrl+click system it would be too trivial to focus on a squad as there will only be the one. Sector control will force you to adjust as you maneuver and the planes change position in order to mantain max DPS.

 

Still no reason why we cannot ctrl+click on the compass for the sector or that the sector were the planes are in will be improved by clicking on them

 

Sector as they are now but they follow the planes if you click on them (with the current changing time) and this would make manual AA Skill with reduced time to change worth it or make it with the Skill only (and it would  be automated Sector Control instead manual AA, making it really worth the 4 points)

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41 minutes ago, kodos said:

 

Still no reason why we cannot ctrl+click on the compass for the sector or that the sector were the planes are in will be improved by clicking on them

 

Sector as they are now but they follow the planes if you click on them (with the current changing time) and this would make manual AA Skill with reduced time to change worth it or make it with the Skill only (and it would  be automated Sector Control instead manual AA, making it really worth the 4 points)

That is a GREAT idea. To gulag! :Smile_trollface:

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[WG]
WG Staff, Alpha Tester
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1 hour ago, kodos said:

 

Still no reason why we cannot ctrl+click on the compass for the sector or that the sector were the planes are in will be improved by clicking on them

 

Sector as they are now but they follow the planes if you click on them (with the current changing time) and this would make manual AA Skill with reduced time to change worth it or make it with the Skill only (and it would  be automated Sector Control instead manual AA, making it really worth the 4 points)

 

Great idea, I included it in the feedback.

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[T-N-T]
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To move away from that trainwreck of a CV rework for a second...

 

Let's just say Flamu's initial reactions on Exeter stats copy mine from a couple weeks ago. I'm really interested on the first gameplay of Exeter. (Still hoping she moves to T6.)

Spoiler

 

 

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[RONIN]
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5 hours ago, MrConway said:

 

If we stuck with the old ctrl+click system it would be too trivial to focus on a squad as there will only be the one. Sector control will force you to adjust as you maneuver and the planes change position in order to mantain max DPS.

Just curious, are your higher-ups aware of how many players the game may lose if this CV crap goes live? 

Or do they think that, as the carriers have infinite planes, the game has infinite players? 

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9 minutes ago, Verdius said:

 

Direction center for catapult working as intended :Smile_trollface:

Yes, no point to pick that skill for any ship other than CV  due to the malus of -40% to active time. Even CV has better skills to pick.

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[PANEU]
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3 hours ago, 22cm said:

Just curious, are your higher-ups aware of how many players the game may lose if this CV crap goes live? 

Or do they think that, as the carriers have infinite planes, the game has infinite players? 

Stop moaning in all threads they dont have infinite planes, if the midway loses all her TBs its something like 13 minutes to replenish...

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[NIKE]
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33 minutes ago, kfa said:

Stop moaning in all threads they dont have infinite planes, if the midway loses all her TBs its something like 13 minutes to replenish...

Its 13 minutes to respawn a full squad of 9. In a 20 min game it can at most respawn 13 TB. The max it can start with is 17, so a midway can never have more than 30 TB.

 

It respawns them at a rate of 1 per 90 seconds, so a midway could launch a much reduced squad (e.g 3 planes) instead of waiting for the full squad.

However doing so would mean that in addition to having less attacks, they would also take damage faster - the continuous damage from long/mid range AA would only be spread between 3 planes instead of 9.

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7 minutes ago, Xevious_Red said:

Its 13 minutes to respawn a full squad of 9. In a 20 min game it can at most respawn 13 TB. The max it can start with is 17, so a midway can never have more than 30 TB.

 

It respawns them at a rate of 1 per 90 seconds, so a midway could launch a much reduced squad (e.g 3 planes) instead of waiting for the full squad.

However doing so would mean that in addition to having less attacks, they would also take damage faster - the continuous damage from long/mid range AA would only be spread between 3 planes instead of 9.

And then there is issue of Midway having two other types of aircraft, each useful in their own way. So unless one have full on hard on for TBs or just keep throwing planes at AA/CAP it would be somewhat difficult to run out of these

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[NIKE]
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9 minutes ago, Panocek said:

And then there is issue of Midway having two other types of aircraft, each useful in their own way. So unless one have full on hard on for TBs or just keep throwing planes at AA/CAP it would be somewhat difficult to run out of these

The midway only really "needs" the TB against other tier X CV due to rockets/bombs not penning their deck, and fire not doing that much damage. Otherwise yes I would agree. The tier X planes are pretty tanky so dont suffer huge losses - Midway feels far too comfortable to use.

 

Conversely something like the shokkaku at tier 8 loses planes hand over fist to AA and spends a lot of time with reduced/half squads, particularly as the squads are more specialised.

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[TORAZ]
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1 hour ago, Xevious_Red said:

Conversely something like the shokkaku at tier 8 loses planes hand over fist to AA and spends a lot of time with reduced/half squads, particularly as the squads are more specialised.

 

I found plane losses with the Lexington to be negligible with a combination of WASD, Tiny Tims (which apparently have a pretty big splash radius for killing AA) and the faster recovery times tbh.

In comparison to Ranger and Midway she did lose aircraft a lot faster when forced to fly through flak bursts, though. Then again I didn't have Survivability Expert on her so there is that, too.

 

I used Tiny TIms on the Lexington because the HVARs on her are awful. The aiming circle starts out way larger than on the Midway and narrows down to a larger pattern with fewer rockets to boot, meaning you can outright miss DDs even on a perfect angle.

Tiny Tims are much more accurate usually guaranteeing a hit or two even when approaching from suboptimal angles and deal about the same damage as you'd get with a typical salvo of HVARs.

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A T10 Planes have generally ~3000-3300 HP each, to destroy a full 12 planes  squad you need ~40000 dmg (because armour skill) and even ~50000 vs dive bombers with heals . It is comparable to a full HP CA. But you have following problems :

1/ AA stops targeting the planes which released their payload and flying back to CV so even a 1 HP escaped planes always come back with full HP.

2/ High speed planes don't stay even a fraction of second in the flak explosion so the resulting damage is much less than published in port. That is why speedy planes like rocket planes are not affected by the new AA buff as much as slow planes like torpedo planes.

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Buffs incomming: (they say because of "our feedback")

 

- Colorado 1,9 sigma > 2,0 Sigma

- Kiev gets Repair party same slot as Smoke (2 charges Premium)

- Ognevoi Repair party in extra slot (2 charges premium)

- Udaloi Repair party in extra slot (2 charges premium)

- Nagato gets 2 sec reload buff (32 -> 30 sec)

- Mahan gets reload buff (not sure how much, i started watching late)

- Sims gets longer range torps (same as above)

- Kii +1 sec reload buff (31 -> 30 sec) and torps 6 -> 10km, speed -1 kt (63 >62) and damage up 14.700 -> 17.233

- Izumo 1,8 -> 2,0 Sigma

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5 minutos antes, DFens_666 dijo:

Buffs incomming: (they say because of "our feedback")

 

- Colorado 1,9 sigma > 2,0 Sigma

- Kiev gets Repair party same slot as Smoke (2 charges Premium)

- Ognevoi Repair party in extra slot (2 charges premium)

- Udaloi Repair party in extra slot (2 charges premium)

- Nagato gets 2 sec reload buff (32 -> 30 sec)

- Mahan gets reload buff (not sure how much, i started watching late)

- Sims gets longer range torps (same as above)

- Kii +1 sec reload buff (31 -> 30 sec) and torps 6 -> 10km, speed -1 kt (63 >62) and damage up 14.700 -> 17.233

- Izumo 1,8 -> 2,0 Sigma

 

The first ones they announced:

 

-Mahan gets 3,3 seconds reload (from 4)

-Sims base torps get 7 km range (from 5,5). Alternative torps get 10,5 km range (from 9,2), 9667 damage (from 8500) and 76 seconds reload (from 72)

-Aigle gets 8km torps (from 7)

-Dunkerque gets 26 seconds base reload (from 28)

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Kii torp range buffed from 6 to 10km, a 66% increase. Why can't they do something more subtle? I have my questionmarks about giving battleships 10km torps.

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-Mahan gets 3,3 seconds reload (from 4): okish

-Sims base torps get 7 km range (from 5,5). Alternative torps get 10,5 km range (from 9,2), 9667 damage (from 8500) and 76 seconds reload (from 72): not really necessary

-Aigle gets 8km torps (from 7): great! :Smile_great:

-Dunkerque gets 26 seconds base reload (from 28): great! :Smile_great:

- Colorado 1,9 sigma > 2,0 Sigma: not really necessary, just got a buff

- Kiev gets Repair party same slot as Smoke (2 charges Premium), okish

- Ognevoi Repair party in extra slot (2 charges premium): good

- Udaloi Repair party in extra slot (2 charges premium): good

- Nagato gets 2 sec reload buff (32 -> 30 sec): okish

- Kii +1 sec reload buff (31 -> 30 sec) and torps 6 -> 10km, speed -1 kt (63 >62) and damage up 14.700 -> 17.233: looks a bit much

- Izumo 1,8 -> 2,0 Sigma: okish, but there is a danger they do too much as she just got improvements

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Complete List:

 

ST. Balance changes.

 

The ships listed below showed a statistical lag among the ships of their tier and class. Taking into account the individual characteristics of each of them, we made a number of balance edits that increase their efficiency.

 

Japanese battleship Izumo, tier IX:

Sigma has been increased from 1.8 to 2.0.
The battleship will become more potent in battle by increasing the accuracy of the guns, which will compensate for the specific arrangement of the main battery.

 

Japanese battleship Kii, tier VIII:

Main Battery reload time reduced from 31 to 30 seconds;
The torp stats have been changed:
Range has been increased from 6 to 10 km;
Speed has been reduced from 63 to 62 kn;
Maximum damage has been increased from 14 600 to 17 233.
Thus, the battleship will have more opportunities for the use of its torpedo tubes, which will no longer be a 'last ditch' weapon, the use of which required to players to expose the broadside of the ship to enemy fire because of the restricted launch angles.

 

Japanese battleship Nagato, tier VII:

Main Battery reload time reduced from 32 to 30 seconds.
Reduced reloading time will emphasize the role of Nagato as a battleship with good maneuverability and a small number of accurate guns, at the cost of armour protection.

 

American battleship Colorado, tier VII:

Sigma has been increased from 1.9 to 2.0.
The new Sigma will distinguish the battleship as a slow ship, with decent maneuverability, good armor and a small number of accurate guns.

 

French battleship Dunkerque, tier VI:

Main Battery reload time reduced from 28 to 26 seconds.
Reducing the reload time will compensate for the small caliber, making the battleship better balanced with other battleships on the tier VI.

 

British battleship Hood, tier VII:

Sigma has been increased from 1.9 to 2.0;
AP fuse delay increased from 0.015 to 0.033 seconds
Due to the new fuse timings, armor-piercing shells will detonate more often in the citadel of the armored ships, but will result in more overpenetrations of lightly armored targets.

 

French destroyer Aigle, tier VI:

Torpedo range has been increased from 7 to 8 km;
Increasing the range of the torpedoes will grant the French destroyer a larger window within which to launch torpedoes whilst remaining unspotted by the enemy, and will allow for more opportunities in battle to strike battleships.

 

American destroyer Mahan, tier VII:

Main Battery reload time reduced from 4 to 3.3 seconds.
Despite the fact that the destroyer has one of the best damage per minute statistics at her tier, the specific ballistics of guns often does not allow this ship to realize this advantage when engaged with other destroyers. The new parameter, though it won't change the features of the main battery ballistics, will significantly increase the efficiency in combat with enemy destroyers at close range.

 

American destroyer Sims, tier VII:

The base torp stats have been changed:
Range has been increased from 5.5 to 7 km;
The alternative torp stats have been changed:
Range has been increased from 9.2 to 10.5 km;
Maximum damage has been increased from 8500 to 9667.
Reload time been increased from 72 to 76 seconds.
Changing the characteristics of the base and alternative torpedoes emphasizes the difference between the two styles of gameplay available to Sims:

'High Risk, High Reward' game from torpedoes with a short range and good speed, causing a lot of damage;
comparatively safe option with a greater distance to the enemy, but with less damage and low speed torpedoes.


Soviet destroyers Ognevoi, tier VIII and Udaloi, tier IX:

"Repair Party" consumable has been added to the extra slot:
Number of charges: 1 (Repair Party I) and 2 (Repair Party II);
Reload time: 120 (Repair Party I) and 80 (Repair Party II) seconds;
Duration: 28 seconds.
The efficiency 0,5% of HP per second


Soviet destroyer Kiev, tier VIII:

"Repair Party" consumable has been added to slot with ‎"Smoke Generator":
Number of charges: 1 (Repair Party I) and 2 (Repair Party II);
Reload time: 120 (Repair Party I) and 80 (Repair Party II) seconds;
Duration: 28 seconds.
The efficiency 0,5% of HP per second
Adding the consumable "Repair Party" will allow for more effective fights with enemy destroyers and make the progression to tier X in this line more logical.

 

Please note that the information in the Development Blog is preliminary.

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2 minutes ago, ColonelPete said:

Japanese battleship Kii, tier VIII:

Main Battery reload time reduced from 31 to 30 seconds;
The torp stats have been changed:
Range has been increased from 6 to 10 km;
Speed has been reduced from 63 to 62 kn;
Maximum damage has been increased from 14 600 to 17 233.
Thus, the battleship will have more opportunities for the use of its torpedo tubes, which will no longer be a 'last ditch' weapon, the use of which required to players to expose the broadside of the ship to enemy fire because of the restricted launch angles.

Torps will be lulzy, but well, I still can't see them as super-useful. Kii isn't like some Mogami that stealth torps.

3 minutes ago, ColonelPete said:

British battleship Hood, tier VII:

Sigma has been increased from 1.9 to 2.0;
AP fuse delay increased from 0.015 to 0.033 seconds
Due to the new fuse timings, armor-piercing shells will detonate more often in the citadel of the armored ships, but will result in more overpenetrations of lightly armored targets.

Normal Fuse is a trade-off, but I think overall it's a decent buff with the sigma increase. This actually might give the ship basically Warspite guns.

6 minutes ago, ColonelPete said:

American destroyer Sims, tier VII:

The base torp stats have been changed:
Range has been increased from 5.5 to 7 km;
The alternative torp stats have been changed:
Range has been increased from 9.2 to 10.5 km;
Maximum damage has been increased from 8500 to 9667.
Reload time been increased from 72 to 76 seconds.
Changing the characteristics of the base and alternative torpedoes emphasizes the difference between the two styles of gameplay available to Sims:

'High Risk, High Reward' game from torpedoes with a short range and good speed, causing a lot of damage;
comparatively safe option with a greater distance to the enemy, but with less damage and low speed torpedoes.

 I definitely would use the 7 km torps. 11k damage isn't exactly "High Reward", but with actual speed, still better damage and okish range, I take them over water mines. I'm looking forward to trying this out.

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5 minutes ago, Seiranko said:

Normal Fuse is a trade-off, but I think overall it's a decent buff with the sigma increase. This actually might give the ship basically Warspite guns.

They will be quite similar (still a bit weaker than Warspite), but a Tier higher...

 

The normal fuse Warspite feels like she has more "Oomph" than the short fuse QE. Hope Hood will feel more like Warspite than QE now. I might even get Hood now.

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