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Aotearas

Detonated twice today ...

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So how about WG removes the 24hr cooldown on recieving the Juliet Charlie signal flags after a detonation?

Because if RNG decides to f*ck me that hard, I'd damn sure like to at least get the anti-detonation signal flags for it too!

 

That or simply remove this blasted nonsense already ...

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06b73e258a.jpg

06b7489247.jpg

 

Just in case anyone wants to call BS on the likelyhood or is wondering if the "reward" is indeed locked to once per day.

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I somehow have a feeling i shove my Detonations to you XD.

How mutch does it happend to you damn :O  

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Beta Tester
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Git gud?

 

Nah, jokes aside, but seriously, try preventing being shot at in the first place:B

 

Ok, I did it again, jokes aside...

 

"Can be obtained once per battle":D

 

I would love to get 2 detonation-ribbons a battle, should be kind of selfexplanatory :trollface:

 

Out of curiosity, were they "first wins".... cause that would suck....

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I still have 330 anti-detonation flags thankfully, but I don't look forward to the day I run out... keep telling myself that that day will never come, but it will.

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"Can be obtained once per battle":D

 

Out of curiosity, were they "first wins".... cause that would suck....

 

Wouldn't be so sure. I've seen games with multiple First Blood awards ... this is WG quality coding we're talking about.

 

 

And the game in my Khabarovsk was a first win ... so yeah, I wasn't particularily happy with that one, especially since I got detonated by literally the first volley that hit me.

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And the game in my Khabarovsk was a first win ... so yeah, I wasn't particularily happy with that one, especially since I got detonated by literally the first volley that hit me.

Destroyer detonations sure aren't random.

Because it happens so often from first hit(s) or from high HP instead of randomly at various hp levels.

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So how about WG removes the 24hr cooldown on recieving the Juliet Charlie signal flags after a detonation?

Because if RNG decides to f*ck me that hard, I'd damn sure like to at least get the anti-detonation signal flags for it too!

 

That or simply remove this blasted nonsense already ...

 

I have also suggested removing the 24h limit.

My record is 3 detonations in Khaba in one day, obviously the flags ran out after the first detonation due to the stupid 24h limit so two more detonations and no more flags.

 

And yea you are gona get hit in a Gun boat, all it takes is one hit and RNG Jesus shafts you in the rear.

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Wouldn't be so sure. I've seen games with multiple First Blood awards ... this is WG quality coding we're talking about.

 

 

And the game in my Khabarovsk was a first win ... so yeah, I wasn't particularily happy with that one, especially since I got detonated by literally the first volley that hit me.

 

I lol'd so hard at the Khaba detonation. Happens to you way to often though. I think you pissed off someone at WG. :teethhappy:

 

Make it atleast look good if they are going to keep it. So everytime you detonate i get some nice smoke cover or something. :trollface:

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Destroyer detonations sure aren't random.

Because it happens so often from first hit(s) or from high HP instead of randomly at various hp levels.

 

WG has a thread on the NA forum where the "devs" explain how it works, apparently there are magazines and when damage is done to them the odds of detonation goes up the lower HP you have.

 

But I call [edited]on that one because like you say most people detonate early and full HP and the way its suppose to work the odds would be Minimal at full HP from what I understood about the "implementation".

Also when was my magazine mounted at the tip of my bow or stern where a small caliber shell can detonate it?

 

Im pretty sure they make crapup because it sounds smarter then the actual RNG implementation that dont give a dam where you are hit, just what class you are.

 

Ithere the information given is WRONG, "misinterpreted" OR the implementation is broken and is not working as the Devs intended, well a bug if you want to call it that.

 

I played a 3 man div, Khaba and Gearing and another ship.

 

Men and our Gearing and a Benson went in to B cap.

Gering detonates first then I detonate 2 sec later by enemy DD fire. Now the benson is alone 2 vs 1 and is nuked 5 seconds later.

 

Yea WG knows how to take impossible odds and just hand the victory to the enemy team.

 

Everyone realized the game was lost after 2 min and even the enemy team wrote about there "annoyance" that they now won after 2 min of battle and the "fun" was lost in that game.

 

Good players want to perform not be given wins because of RNG Jesus say so. 

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I detonated from full health in my Yamato to a Bismark the other day, that was very fun and very engaging. Totally random act in the game removing the only tier X BB on our side at the start of the game, that is the problem I have with detonation. OK when your low health but full health, that is just the game handicapping one side cause, you know, fun and engaging.    

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I detonated from full health in my Yamato to a Bismark the other day, that was very fun and very engaging. Totally random act in the game removing the only tier X BB on our side at the start of the game, that is the problem I have with detonation. OK when your low health but full health, that is just the game handicapping one side cause, you know, fun and engaging.    

 

My recent "achievement" was in Kamikaze R - I sneaked behind an island, got a jump on enemy BB some 3-4 km away, guns pointing elsewhere: a sure kill, you might say, full hp DD has more than enough HP to survive a couple seconds of secondary fire from t5 or 6 (don't remember well) BB, right?

Wrong. 1st or 2nd secondary hit: booom. Detonated by an enemy who didn't even aim at me.

 

Then we lost not long after that, and it was a pretty close battle - if the enemy had, you know, one BB less...

Fun and engaging.

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It's funny how many T10 DDs out there don't run anti-detonation flags. But hey, at least you can go 10 games now without being one of those people. :)

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It's funny how many T10 DDs out there don't run anti-detonation flags. But hey, at least you can go 10 games now without being one of those people. :)

 

I hog my Juliet Charlies for when clan activities are coming, plus however long I can stomach Ranked.

 

Because since there's no reliable way to farm those signal flags (can't even get the signal flags for detonating a second time within 24hrs ...) I only use them wherever I absolutely can't afford to lose by random detonations. Normal random play is blergh to detonate and annoyingly frustrating to detonate twice in a single day, but apart from the salt and some XP and credits I don't lose anything. So until there's no reliably way to sustain me using those signal flags on ships as I play, nope, won't be wasting them on randoms.

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Can someone explain this: full hp Roon destroyed with 5 he hits (4 pens and 1 ric) from Bismark on 12k range.

Asked Roon player was it detonation and answer was no.

 

Not over yet ... less than 30 sec later (just to reload) and Minsk, again, full hp, blown out of water with a single he hit???!

Detonation - answer was no and he even had antidet flags.

 

As a normal human being, I didn`t scream and demand for answers because it wasn`t me struck with bad luck ... or something else, but now i`m curious.

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So does OP use the module that reduces detonation chance by 70%?

 

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So does OP use the module that reduces detonation chance by 70%?

 

 

No, I rather not lose my turrets on my gunboat DDs ...

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So does OP use the module that reduces detonation chance by 70%?

 

 

A module to fix a broken game mechanic, go figure.

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No, I rather not lose my turrets on my gunboat DDs ...

 

Well then you've yourself to blame.

 

 

Close the thread.

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Well then you've yourself to blame.

 

 

Close the thread.

 

... what sort of backwards logic would that be?

 

Next thing you'll tell me that torpedoboat DDs shouldn't use the tier IX+ torpedo upgrade because it increases the chances for torpedo tubes to get knocked out.

 

And have you even looked at my original post in this thread about removing the 24hr cooldown on receiving the 10 Juliet Charlie signal flags when getting detonated? Because that's what this topic is about.

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... what sort of backwards logic would that be?

 

Next thing you'll tell me that torpedoboat DDs shouldn't use the tier IX+ torpedo upgrade because it increases the chances for torpedo tubes to get knocked out.

 

And have you even looked at my original post in this thread about removing the 24hr cooldown on receiving the 10 Juliet Charlie signal flags when getting detonated? Because that's what this topic is about.

 

Yes I did read your original post which is why I asked the question.  Did it occur to you why I asked that question?

 

Use the module instead of the flags.  This is no different to putting a wet ammo rack in a tank that is prone to ammo racking.  You lose something by doing so (that slot could have taken something better) but you gain a modicum of protection.   It's all trade off.

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I personally never mounted that module. That 30% of detonation chance left is still way too high to outweight the armament module. I just use the charlie thing flags on my T9 DDs and accept to get fun and engaged on lower tiers.

BTW, detonations have to go, period.

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Well then you've yourself to blame.

 

 

Close the thread.

 

Have to disagree. Detonations are ... weird mechanics, since they are too random.

You have no chance of minimizing it with game play (like turning, angling ...), and saying equip detonation module, does not ensure me zero detonations. The 30% is still a great margin to get detonated and say ... damn RNG.

 

They should either remove this completely or at least put the -100% in the captain skills. In the worst case scenario, they should sell the signals separately.

 

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