[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #26 Posted January 10, 2017 Inertia Fuse pen relevance table. At 30% 150-152mm guns can now damage most BB hulls and 120mm HE acts like 130mm HE. 100mm guns need a 50% buff to move them into the next level (damage cruiser hulls) I wasn't worried about Akizuki's extra pen, for her it is about being able to pen BB superstructures and DD hulls. The interesting cases are the Soviet CLs, like say Chappy and Shchors, heck even the Donkey can use it, now that the fire reduction is more manageable. I remember well how hard Mogami 155 hurts T6-7 BBs with their total vulnerability to 155mm HE. Now that will be applied to those ships too, which so far have been only able to hurt the superstructure of the battleships of their tiers. Of a bonus interest are the Ognevoi and Kiev. They too will retain a workable fire chance with the penetration to hurt battleships along the entire hull. The USN DDs are probably still not worth it due to their lower fire chance. Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #27 Posted January 10, 2017 The biggest problem with RPF is there is simply no counter other than to get RPF yourself... Unless you count stuff like hydro and radar but arguably those ships don't need it. 2 Share this post Link to post Share on other sites
[JG4] JG4_sKylon Players 1,133 posts 20,992 battles Report post #28 Posted January 10, 2017 Does anyone have contact with Sub_Octavian? If so, would you please show him the finger for me? Or find some Dom for the Sub 1 Share this post Link to post Share on other sites
[MIMI] MudMonkey Beta Tester 1,338 posts 8,356 battles Report post #29 Posted January 10, 2017 I said it before and I say it again. They will not listen to us (as if they ever did) and they will introduce RPF. No matter what. Telling us, that they are looking into our arguments against it, is just fake. 1 Share this post Link to post Share on other sites
FaceFisted Beta Tester 868 posts 5,081 battles Report post #30 Posted January 10, 2017 And the RU forums seem to be raging about a "battleship" nerf because of the fighter plane nerf I use scouts, so this will be a buff for me Share this post Link to post Share on other sites
[YKING] shamelesscreature Players 1,202 posts 8,169 battles Report post #31 Posted January 10, 2017 The interesting cases are the Soviet CLs, like say Chappy and Shchors, heck even the Donkey can use it, now that the fire reduction is more manageable. I remember well how hard Mogami 155 hurts T6-7 BBs with their total vulnerability to 155mm HE. Now that will be applied to those ships too, which so far have been only able to hurt the superstructure of the battleships of their tiers. Buffing the fire chance of IFHE is quite the head scratcher. Why would anyone play CAs anymore if CLs can have the same penetration with far better damage per minute and similar fires per minute figures? The more so as CLs are already outperforming CAs on the live server without this skill. Share this post Link to post Share on other sites
[SCRUB] Leo_Apollo11 Quality Poster 7,146 posts 31,446 battles Report post #32 Posted January 10, 2017 Hi all, Hi all, From NA and Reddit: "Public Test 0.6.0 Part 2" https://worldofwarships.com/en/news/common/pt060-2-electric-boogaloo/ Leo "Apollo11" New Reddit thread: "Public Test Server 0.6.0 Part II Skill Changes" Endurance: Tier 1: No changes Tier 2: No changes Tier 3: Survivability Expert is now at Tier 3 and provides 350 HP per tier, not 400. Basics of Survivability remains the same Tier 4: Manual secondaries is unchanged Fire preventation now prevents -10% fire preventation and is now a Tier 4 skill. There is no mention of superstructure merging You still get 3 fires max. Attack Tier 1: No changes Tier 2: No changes Tier 3: No changes Tier 4: Inertia Fuse for HE shells now reduces fire chance by 3% (was 6%) and penetration bonus is now 30% (was 25%). Huge buff. Support Tier 1: No changes Tier 2: No changes Tier 3: No changes Tier 4: No changes Versatility: Tier 1: Evasive Manuever is buffed. Survivibility bonus is now 75% (was 15%) however concealment bonus is now 20% (was 40%) Incoming Fire Alert remains unchanged Tier 2: Adrenaline Rush is twice as effective as it provides 0.2% bonus Last Stand remains the same Tier 3: No changes Tier 4: Radio Location is removed. Just kidding, no changes here so far. Concealment Expert is the same. Leo "Apollo11" Share this post Link to post Share on other sites
[POMF] Verdius Beta Tester 1,989 posts 4,247 battles Report post #33 Posted January 10, 2017 Brilliant on collecting feedback by completely disregarding it. RPF is near unanimously disliked by the playerbase and regarded as game breaking for certain ships/removing player skill and tactical options and being unnecesairy in general (and being more interface clutter, of quite the ugly kind as well. And instead of giving DDs more options this skill will be a necessary pick because your opposing DDs will run it as well) but WG intends to release it anyway. Guess we could have seen that one coming. Share this post Link to post Share on other sites
Capra76 Players 5,001 posts 7,787 battles Report post #34 Posted January 10, 2017 Buffing the fire chance of IFHE is quite the head scratcher. Why would anyone play CAs anymore if CLs can have the same penetration with far better damage per minute and similar fires per minute figures? The more so as CLs are already outperforming CAs on the live server without this skill. I could be wrong but AFAIK HE doesn't pay any attention to the angle of the armour. Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #35 Posted January 10, 2017 Inertia Fuse appears to have become a must-have for Akizuki. Then her HE will punch well, and there will still be some fire chance left over, which with her great rate of fire will probably work out nice enough. I wonder about other classes though. With that sort of reduction, a lot of the border cases might have some value. Survivability Expert: Uncertain about this one as yet. Can be a nerf to DDs, but can also be buff. Will wait and see how it pans out. CV skill is still meh. It is just the wrong style of skill. Fighters will still just strafe the bombers down. It is pointless. The worst bit is that newbies will see the 75% more HP and think this is great. It is going to be a massive noob-trap I'm afraid. Adrenaline Rush: Meh still. It is just not a very impressive thing. It might work for torp-focused play now, but still... Fire Prevention: Doesn't change that the skill's second part is just too good, especially combined with the reduction in fires overall (if Inertia Fuse becomes worth it for more than a couple of ships). It doesn't mean everyone will take it, but it is a skill that will always be very useful for battleships. RPF still there is... not something I'm very fond of. Overall I'm not terribly impressed A Must? why would i lose any dot ability to pen with HE when i can use AP vs superstructure in the 1st place? Fire pevention now on a Level were it compeeds with a lots of usefull skills but even further buffed depending whats exactly that 10% aply to. Even so removing a fire Zone on lets say...... a BB reduces the abiliuty of a lots of classes to relyable damage it at all. Like RDF thats a area were they shouldt go unless sudenly all classes can skillfully deal with angled BBs using AP. Share this post Link to post Share on other sites
Trad9 Players 41 posts 8,228 battles Report post #36 Posted January 10, 2017 . Even so removing a fire Zone on lets say...... a BB reduces the abiliuty of a lots of classes to relyable damage it at all. Nope. The point is that initial zones are quite small , so hitting them and setting fire requires some targeting. Now , with new skill, there will be one zone instead of 2 , but it will be HUGE (from the beginning of 2nd zone to the end of 3rd) so setting a fire should be much-much easier (or even 2 ;) ) Share this post Link to post Share on other sites
[POMF] Verdius Beta Tester 1,989 posts 4,247 battles Report post #37 Posted January 10, 2017 Nope. The point is that initial zones are quite small , so hitting them and setting fire requires some targeting. Now , with new skill, there will be one zone instead of 2 , but it will be HUGE (from the beginning of 2nd zone to the end of 3rd) so setting a fire should be much-much easier (or even 2 ;) ) That is not how fires work. The hitboxes is the same, only they merged the superstructure into one large fire zone that covers the exact same area. The other hitboxes still remain the same size and as resistant to fire as they were before. So setting a single fire is slightly more difficult due to chance going from 7 to 10% while getting more than 1 fire is far harder than without this skill as bow and stern are generally not as flamable. Share this post Link to post Share on other sites
Trad9 Players 41 posts 8,228 battles Report post #38 Posted January 10, 2017 That is not how fires work. The hitboxes is the same, only they merged the superstructure into one large fire zone that covers the exact same area. The other hitboxes still remain the same size and as resistant to fire as they were before. So setting a single fire is slightly more difficult due to chance going from 7 to 10% while getting more than 1 fire is far harder than without this skill as bow and stern are generally not as flamable. Hmmmm....For me it seemed like the hitzone was much bigger...Mb I just shot at the zone itself by habit - will need to re-test. But 10% fire resist will make starting fire harder for sure - you're right. Share this post Link to post Share on other sites
[BLOBS] Spellfire40 Beta Tester 5,330 posts 13,776 battles Report post #39 Posted January 10, 2017 Hmmmm....For me it seemed like the hitzone was much bigger...Mb I just shot at the zone itself by habit - will need to re-test. But 10% fire resist will make starting fire harder for sure - you're right. Dont matter because the 2 superstructure boxes were easy to hit as hell agist bow real ist a lots harder at range were you stay alive vs a BB plus your less likely to do pen damage either. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #40 Posted January 10, 2017 Nope. The point is that initial zones are quite small , so hitting them and setting fire requires some targeting. Now , with new skill, there will be one zone instead of 2 , but it will be HUGE (from the beginning of 2nd zone to the end of 3rd) so setting a fire should be much-much easier (or even 2 ;) ) What a load of shat... It doesn't work that way, AT ALL. Share this post Link to post Share on other sites
Trad9 Players 41 posts 8,228 battles Report post #41 Posted January 11, 2017 (edited) What a load of shat... It doesn't work that way, AT ALL. You're a but late with your 5 cents Anyway, additional info on on how new zones works (if you really know anything about it) will be welcomed Edited January 11, 2017 by Trad9 Share this post Link to post Share on other sites
Nethraniel Beta Tester 1,739 posts 1,782 battles Report post #42 Posted January 11, 2017 (edited) mtm78 is right, as they did not state, that they changed anything in that regard to the first 0.6.0 PTS, the skill combines the whole superstructure to a single fire hit box, that can get exactly 1 fire on... so in order to start a second fire, you need to ignite the bow or stern sections, which is much harder to achieve because their hitboxes are so small. So, effectively, starting 2 fires is much harder than before and starting 3 fires next to impossible, or at least unlikely. Edited January 11, 2017 by Nethraniel Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #43 Posted January 11, 2017 You're a but late with your 5 cents Anyway, additional info on on how new zones works (if you really know anything about it) will be welcomed I would expect you to be able to read, since you can also post on this forum. So maybe next time try to actually inform yourself before making statements? mtm78 is right, as they did not state, that they changed anything in that regard to the first 0.6.0 PTS, the skill combines the whole superstructure to a single fire hit box, that can get exactly 1 fire on... so in order to start a second fire, you need to ignite the bow or stern sections, which is much harder to achieve because their hitboxes are so small. So, effectively, starting 2 fires is much harder than before and starting 3 fires next to impossible, or at least unlikely. Don't forget that bow and stern fires shouldn't even be counted as no one would shoot bow or stern sections with HE as you won't deal HE damage and having to rely on the odd fire chance is usually not worth it in comparison with dealing damage to weak armored superstructure. So another diaper for the BBabies. But it's ok, it's not going to kill the game right away, it will just speed up the dying process. RPF on the other hand, should be exterminated like the terminal disease it is. Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #44 Posted January 11, 2017 How popular is RPF in other regions? Obviously in the EU its disliked, in the RU I'd imagine its rather popular, but what about NA/Asia? Share this post Link to post Share on other sites
MercFHire Players 158 posts 2,771 battles Report post #45 Posted January 11, 2017 Ok so they increased HEAP from 25% to 30%? This was when it was at 25% RIP Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #46 Posted January 11, 2017 (edited) Ok so they increased HEAP from 25% to 30%? This was when it was at 25% RIP LEL.. I will be playing the hell out my Senjo it seems edit: well ofc I won't be that close right in front off a Yamato.. that would be stupid. But HE doesn't lose pen with distance like HE does so... Edited January 11, 2017 by mtm78 Share this post Link to post Share on other sites
[YKING] shamelesscreature Players 1,202 posts 8,169 battles Report post #47 Posted January 11, 2017 Ok so they increased HEAP from 25% to 30%? https://gfycat.com/SpecificTanAuk This was when it was at 25% RIP You can also do that on the live server right now, with 0%. Once, because damage saturation. Share this post Link to post Share on other sites
gizaman Beta Tester 296 posts 3,981 battles Report post #48 Posted January 11, 2017 Okay seems there is a few things to test out in the new 6.0 version 2 patch. 1. How viable is the Cleaveland 152 IFHE vs battleships? Or the mogami 155mm? Does this open up a whole new area where these ships is more deadly and useful than 203mm HE cruisers...What is the point of 203 if the faster ROF is making the 152 IFHE more deadly. Generally speaking this can make a bigger mm caliber less valuable compared to a faster firing lower caliber shell. 2. The evasive manuver skill. What can this skill be used for. I imagine that attacking a heavy bbs which does not pay attension could result in the AA firing on the nearest squad and not the incomming torp or bomber unit. So you can send the damage to the +75% unit. What about ranked scenarios where you can massive spot a dds. What is the dds supposed to do against a +75% unit that just hangs and spots him....it takes FOREVER to just shoot one down. 3. How powerful is the RPF skill. We do not know how it will affect the meta. It is really uncertain. Stealth goes from good for surpricing attacks to just to keep you out of focus of fire. What will it do to the first destroyer fight in a cap. Both knows where the other is. The one without it, do not. It seems paramount for a dds to get it in that close fight. Torps will be fired before anyone is visible just in a general direction. Really there are so many questions that it is hard for anyone also WG to know what will happend. The test server is never going to give any idea of what happends. Share this post Link to post Share on other sites
The_Great_SCH Players 374 posts 3,672 battles Report post #49 Posted January 11, 2017 DD's will suffer, CA/CL's will suffer, and BB players' biggest concern is that catapult fighters will last only 60 seconds. I have nightmares already when i will play DD's and get spotted and the first few hits will take away 60-70% of my HP... I smell a new premium BB coming soon... Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #50 Posted January 11, 2017 3. How powerful is the RPF skill. We do not know how it will affect the meta. It is really uncertain. You don't need to 'test' to understand how a concept is broken. WG asking us to 'test' it is just an excuse, throwing up smoke, since you don't even know which enemy has which perks so anything you 'test' and feed back will get dismissed based on 'insufficient data'. Share this post Link to post Share on other sites