Sael_ WG Staff 203 posts Report post #1 Posted April 7, 2017 Captains, Please post all feedback regarding any other changes in Update 0.6.4 below in this topic. Thank you Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #2 Posted April 7, 2017 TY for finally making 155 Mogami playable again. Share this post Link to post Share on other sites
[BRRRP] MorgothBauglyr Beta Tester 119 posts 12,363 battles Report post #3 Posted April 7, 2017 (edited) Mogami changes seem decent. Had a couple good games with 155s IJN dd turret traverse buff is not enough to make a difference. It has to be at most a traverse time of 20s per 180° to actually remove the need for expert marksman to keep them on target while turning/evading. This would free up 2 camptain points and make somewhat a difference. As it stands, the change is very minor. To make IJN dd guns noticably better, the HE damage and fire chance needs to go up back to where it was before 0.5.15. In summary: - Improve base turret traverse to at least 180° in 20s. This would eliminate the absolute nessecity of Expert Markman to keep turrets on target when turning the ship.- Moderately increase rate of fire for T8 and below. (Something like 6s for Kagerou and 6.5s for Akatsuki)- Reinstate the HE shell damage values from before version 0.5.15- Reinstate the HE shell fire chance values from before version 0.5.15- Moderately improve Kagerou's gun range to around 11.5 km so she is between Akatsuki and Yuugumo. Edited April 7, 2017 by MorgothBauglyr Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #4 Posted April 7, 2017 IJN doesn't need better guns.... They need to fix their torpedo's so that German DD's aren't better torpedo boats for instance Not to mention the best DD in the game.. Fletcher. Share this post Link to post Share on other sites
[AMOK] Donar79 Players 1,968 posts 9,010 battles Report post #5 Posted April 7, 2017 TY for finally making 155 Mogami playable again. That sounds great ...where can i get further infos what they did exactly...can't find patchnotes Share this post Link to post Share on other sites
LetsRockAndRoll Players 720 posts 9,732 battles Report post #6 Posted April 7, 2017 (edited) That sounds great ...where can i get further infos what they did exactly...can't find patchnotes Just go to any WoW forum other than this one. Or here: https://www.reddit.com/r/WorldOfWarships/comments/63uhl7/ship_changes_in_64_from_the_ru_forums_why_wasnt/ Edited April 7, 2017 by LetsRockAndRoll Share this post Link to post Share on other sites
[AMOK] Donar79 Players 1,968 posts 9,010 battles Report post #7 Posted April 7, 2017 Just go to any WoW forum other than this one. Or here: https://www.reddit.com/r/WorldOfWarships/comments/63uhl7/ship_changes_in_64_from_the_ru_forums_why_wasnt/ Thanks <SMH> Share this post Link to post Share on other sites
[BRRRP] MorgothBauglyr Beta Tester 119 posts 12,363 battles Report post #8 Posted April 7, 2017 IJN doesn't need better guns.... They need to fix their torpedo's so that German DD's aren't better torpedo boats for instance Not to mention the best DD in the game.. Fletcher. Just buffing the torps is nowhere near enough to make the line competitive Share this post Link to post Share on other sites
[DUDES] Z_OnkelE WoWs Wiki Team, Privateer 1,795 posts 19,873 battles Report post #9 Posted April 7, 2017 The turret rotation for the 155 mm on the Mogami definitely make her more comfortable to play. But still there is one immensely noticeable issue: she is really fragile and, even though I kept about 14 to 15 km range to the next battleship, every once in a while she takes a hit by a BB. These hits are almost every time hits to her citadel, even while heavily angled. This never happened prior to 0.6.3 because it was significantly easier to get out of detection after firing her guns. She still lacks the range on her guns to profit from the increased dispersion. Even though she has decent rudder shift time and speed she needs to rely on island cover because otherwise "correct" angling or evading is just not enough (active) defence against RNG guided single shells flying towards her. 2 Share this post Link to post Share on other sites
[STARS] RedOnly Players 733 posts Report post #10 Posted April 7, 2017 Appreciate the possibility to almost mute Gun sound. I've seen is corrected also in the offficial 6.3.1! Txs. But, I'd like to have an additional slider on the right side of the sound Settings, the Mixing one, where you can control the heavy Fx like explosions, and bullet hitting your ship. At the moment they depend only on the Sub Master " Sound FX" that if lowered, to soft them, it also soft all the others. Thank you in advance. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #11 Posted April 7, 2017 Just buffing the torps is nowhere near enough to make the line competitive Alright, better concealment on torps AND having back the old ship concealment advantage with all other DD's with better guns. Share this post Link to post Share on other sites
[CIPPA] ekvalisaattori Players 2 posts 22,111 battles Report post #12 Posted April 7, 2017 it seems to me the artillery and torpedo circles on the map do not correspond to the shot (circles more large) for the gearing destroyer penandknife Share this post Link to post Share on other sites
Noobsplatter Players 303 posts 3,401 battles Report post #13 Posted April 7, 2017 "Nerf" on khaba seems silly. IMO (not saying I`m right though) the following should happen to it: -Remove heal -Revert HE buff -Remove rudder mod.3 -Buff range by 2km. Long range khaba reborn. Disclaimer, I loved the khaba but I think it has recieved to many silly buffs instead of just balancing it with range and rof. Share this post Link to post Share on other sites
LetsRockAndRoll Players 720 posts 9,732 battles Report post #14 Posted April 7, 2017 The turret rotation for the 155 mm on the Mogami definitely make her more comfortable to play. But still there is one immensely noticeable issue: she is really fragile and, even though I kept about 14 to 15 km range to the next battleship, every once in a while she takes a hit by a BB. These hits are almost every time hits to her citadel, even while heavily angled. This never happened prior to 0.6.3 because it was significantly easier to get out of detection after firing her guns. She still lacks the range on her guns to profit from the increased dispersion. Even though she has decent rudder shift time and speed she needs to rely on island cover because otherwise "correct" angling or evading is just not enough (active) defence against RNG guided single shells flying towards her. Totally agree, Mogami could still do with a little more love. But given WG's history with her I'm not holding my breath. Another problem is your captain. To take full advantage of the 155's I'm using IFHE and DE, so it means a respec to progress the line or keep her with this dedicated captain. . Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #15 Posted April 7, 2017 The turret rotation for the 155 mm on the Mogami definitely make her more comfortable to play. But still there is one immensely noticeable issue: she is really fragile and, even though I kept about 14 to 15 km range to the next battleship, every once in a while she takes a hit by a BB. These hits are almost every time hits to her citadel, even while heavily angled. This never happened prior to 0.6.3 because it was significantly easier to get out of detection after firing her guns. She still lacks the range on her guns to profit from the increased dispersion. Even though she has decent rudder shift time and speed she needs to rely on island cover because otherwise "correct" angling or evading is just not enough (active) defence against RNG guided single shells flying towards her. That's more a CA class issue then just a Mogami issue. Any BB citadels CA's disregarding anging. Share this post Link to post Share on other sites
[DUDES] Z_OnkelE WoWs Wiki Team, Privateer 1,795 posts 19,873 battles Report post #16 Posted April 7, 2017 That's more a CA class issue then just a Mogami issue. Any BB citadels CA's disregarding anging. I have not witnessed this issue with any other cruiser as regular as with the Mogami on the PTS now. I felt this was an issue with the deck armour thickness and small increase in distance can make a difference here. Chapayev, Hipper and obviously the Kutuzov have longer ranges to work with. The Atago simply has some kind of troll-ish armour (which can be both pro/con). They all take their surprise-stern-citadel once in a while. But those are less regular occurrences. On the other hand playing 3 battles may have been ill-omened and I have gotten a bad luck streak. The obvious difference between the mentioned T8 cruisers remains the gun range (or a slightly different armour scheme with heal on top) and thus the connection to more frequent hits (though still affected by RNG) didn't seem to be far-fetched. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #17 Posted April 7, 2017 If they gave Mogami MK's range I would probably never play MK again unless in a division with a CV where I know my AAA will make a difference. The smoke on MK does not outweigh the beauty and the fun of all those 155mm shells. ps my 2 ( extremely low sample size ) did not see those instant deletion / stray citadels everywhere salvo's, but perhaps I was lucky idk Mogami A hull was always squishy but that was in my belief more the bad rudder shift making dodging hard. And, there weren't 6+ BB's in either of my game's so I actually could angle pretty well and track the BB's who were aiming for me. Share this post Link to post Share on other sites
[DUDES] Z_OnkelE WoWs Wiki Team, Privateer 1,795 posts 19,873 battles Report post #18 Posted April 7, 2017 If they gave Mogami MK's range I would probably never play MK again It doesn't have to be MK range, i think 1 km would be enough. Better only buff in small steps instead of an all or nothing... oh wait... But you got the point. Share this post Link to post Share on other sites
TheCinC Quality Poster 1,695 posts 9,500 battles Report post #19 Posted April 7, 2017 Did the option to have 'national voices' get removed? Can't find it any more. I preferred having my captains shout at me in their native language, now even the Russian skippers sound like stuck-up Brits. Share this post Link to post Share on other sites
Spunyarn Players 533 posts Report post #20 Posted April 7, 2017 Noticed that. There are two drop-down boxes for options, "Voiceover Language" and "Voiceover Modification", and although the Public Test server seems to still have all the options for the former (so you could make them sound like Pirates) it only has "Standard" as an option for the latter rather than that, "National", and all the ARP voices. I know there is a bug with the ARP ships where if you are in one of those everyone sounds like that ship's mental model, so maybe they killed the bug by killing all the voice options but "Standard"? Share this post Link to post Share on other sites
LetsRockAndRoll Players 720 posts 9,732 battles Report post #21 Posted April 8, 2017 If they gave Mogami MK's range I would probably never play MK again unless in a division with a CV where I know my AAA will make a difference. The smoke on MK does not outweigh the beauty and the fun of all those 155mm shells. ps my 2 ( extremely low sample size ) did not see those instant deletion / stray citadels everywhere salvo's, but perhaps I was lucky idk Mogami A hull was always squishy but that was in my belief more the bad rudder shift making dodging hard. And, there weren't 6+ BB's in either of my game's so I actually could angle pretty well and track the BB's who were aiming for me. I'm probably going to suffer the wrath of the rng gods for this, but my Mogami on PTS has yet to be deleted or take a citadel hit. In fact I was very surprised when I went 1 on 1 with a Neptune at 10/12 km at how little damage I took and how fast he melted. I suppose the true test will be randoms on the live server as most people on PTS just want to patrol the border in a Yamato for some reason. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #22 Posted April 8, 2017 I had the same encounter with a Neptune, he cought me pretty flat and did 6k salvo but the moment I angled correctly it was <1k. As you say though, I think the guy was a shitter as his aim was terribad and I expect to eat way more dmg facing even EU randoms. Share this post Link to post Share on other sites
[CZ-B] atogamer Beta Tester 3 posts 5,689 battles Report post #23 Posted April 9, 2017 uss iowa missouri and montana still need thier citadel lowered 1 Share this post Link to post Share on other sites
TheCinC Quality Poster 1,695 posts 9,500 battles Report post #24 Posted April 9, 2017 Noticed that. There are two drop-down boxes for options, "Voiceover Language" and "Voiceover Modification", and although the Public Test server seems to still have all the options for the former (so you could make them sound like Pirates) it only has "Standard" as an option for the latter rather than that, "National", and all the ARP voices. I know there is a bug with the ARP ships where if you are in one of those everyone sounds like that ship's mental model, so maybe they killed the bug by killing all the voice options but "Standard"? I hope not.. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #25 Posted April 9, 2017 uss iowa missouri and montana still need thier citadel lowered Won't happen this patch, think S_O said 6.6. Share this post Link to post Share on other sites