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Nostalgia4Infinity posted:Could someone explain the different between the Soviet DD lines to me? So the Khaba line has cruiser-level stealth, high-evasion, high-range gunships with yolo torps. They are terrible cappers (for a DD), but harassers par-excellence. The Groz line is a little like a modified Gearring, but slower-firing, much straiter trajectories, slightly worse torpedoes and comparable AA. The biggest difference is engagement distance - Groz wants to be further out using its trajectory advantage, Gearring likes to be in knife range leveling its full dps advantage. Which you prefer in this case comes down to small play-style differences, but they're quite similar in a lot of respects.
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# ? Apr 18, 2018 17:57 |
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# ? Jun 5, 2024 14:12 |
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Ironically, Udaloi fits the Khabarovsk line better than Trashcan. However, Trashcan gets 49s torpedo reload so there is that. Udaloi is amazingly fun, but Grozovoi is the worst tier 10 destroyer currently.
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# ? Apr 18, 2018 18:41 |
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https://www.youtube.com/watch?v=6MYAGyZlBY0
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# ? Apr 18, 2018 23:46 |
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Zao Trip Report: Was worried after the Ibuki grind that the ship wouldn't live up to expectations. I was wrong to doubt. The upgrade is massive by the difference in shell velocity and arc alone. It has workable armor, unlike Ibuki's "just-enough-to-catch-everything-everywhere" layout. Because shell accuracy is so good at range it has a huge increase to fires in distance scenarios despite having almost the same fire chance. It shits all over every BB but a conquerer in an open-water 1v1 unless they get the personal blessing of RNJesus, and that's mostly because you can't leverage range and concealment as well against conq. It's Simple-Simon easy to eradicate destroyers from a very comfortable range. AA isn't super but it's firmly in "good enough" territory with DFAA, same as Ibuki. Only big downside is not having an option of 10km torps, but I can live with that (especially considering they're stupidly fast in compensation). Always loved the Atago play-style.
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# ? Apr 19, 2018 02:05 |
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Game over.
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# ? Apr 19, 2018 03:36 |
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I'm still extremely bad at this but this was three straight games. The Alsace is bonkers.
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# ? Apr 19, 2018 04:26 |
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I'm so, so sorry. I can't stop laughing. Of all the luck.
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# ? Apr 19, 2018 04:47 |
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Insert name here posted:
Absolutely; however, we already have to concede that it is not entirely hardware dependent, because otherwise nothing Wargaming does would ever “fix” the issue. There are steps they can take with rendering priorities to minimize the problem, which as we’ve pointed out involves speeding up or slowing down different processes. My statement regarding client communication is just to say this, before your client on your machine knows to render someone who is just spotted, it has to receive information from the server that someone has been spotted. This presents serious issues to the idea that, in all cases, as soon as someone meets the criteria “spotted” they can be instantly rendered. Given that, what is really the big deal if they “slow down” the minimap to make sighting, rendering, and map appearance as simultaneous as possible on each client? That is what I do not understand.
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# ? Apr 19, 2018 14:48 |
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ZombieLenin posted:This presents serious issues to the idea that, in all cases, as soon as someone meets the criteria “spotted” they can be instantly rendered. Given that, what is really the big deal if they “slow down” the minimap to make sighting, rendering, and map appearance as simultaneous as possible on each client? It gives people a second or two extra of total stealth, which can be a big difference in certain situations.
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# ? Apr 19, 2018 21:24 |
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davejk posted:It gives people a second or two extra of total stealth, which can be a big difference in certain situations. But an even playing field of big difference, as opposed to "lol sorry your computer wasn't OP enough" people blapping someone who literally can't see them yet.
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# ? Apr 19, 2018 21:27 |
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toadee posted:But an even playing field of big difference, as opposed to "lol sorry your computer wasn't OP enough" people blapping someone who literally can't see them yet. Think about how a 2-3 second spotting delay applies to these situations: - A DD with 5.4 concealment pushing a cap against one with 6.* - you wouldn't have a window to outspot the enemy DD and turn before entering detection range - Short-duration radars, like Chapayev/Donskoi/Moskva - 20% of your radar duration would be entirely useless rather than just mostly useless - Trying to evade incoming fire from an unspotted battleship by observing the minimap - you'd lose maybe half your reaction time I'm sure there are other weird edge-case situations like this where it'd be an unintentional nerf to a lot of ships. It sucks as it is, delaying the minimap to match would just remove one of the tools you have to work around it sucking.
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# ? Apr 19, 2018 21:55 |
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It's all moot because flamu sperged hard enough that they went back on the change. They minimap will update as it does in 0.7.3, the 3 model and 3d effects are synced with each other, and they are going to work toward syncing the model as close as they can to the minimap.
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# ? Apr 19, 2018 21:59 |
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Easiest solution: REMOVE MINIMAPS
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# ? Apr 20, 2018 06:14 |
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I keep trying other cruisers but then keep coming back to the Graf Spee because it is exactly what cruisers should be. It sucks rear end at fighting battleships and the HE might as well not exist, but in exchange it is an excellent skirmisher, shits all over other cruisers, and can bully dd's off of caps whenever it wants.
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# ? Apr 20, 2018 08:54 |
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DonkeyHotay posted:I keep trying other cruisers but then keep coming back to the Graf Spee because it is exactly what cruisers should be. It sucks rear end at fighting battleships and the HE might as well not exist, but in exchange it is an excellent skirmisher, shits all over other cruisers, and can bully dd's off of caps whenever it wants. Have you considered the Cleveland instead? It does all of that AND ALSO fights battleships and eats aircraft for breakfast.
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# ? Apr 20, 2018 16:43 |
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Cobbsprite posted:Have you considered the Cleveland instead? It does all of that AND ALSO fights battleships and eats aircraft for breakfast. I have a Cleveland but I can't seem to make floaty shells work and I'm opposed to HE on general principle
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# ? Apr 20, 2018 18:59 |
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DonkeyHotay posted:I have a Cleveland but I can't seem to make floaty shells work use the mousewheel to zoom out
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# ? Apr 20, 2018 19:21 |
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# ? Apr 20, 2018 19:31 |
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DonkeyHotay posted:I have a Cleveland but I can't seem to make floaty shells work and I'm opposed to HE on general principle Learn to lead, makes everything easier. Based on time to target I generally lead battleships by 1x, cruisers by 1.5x, and destroyers by 3x
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# ? Apr 20, 2018 19:37 |
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Damnit, just went pink because I didn't notice a Tirpitz was wandering right in front of me while I was spamming HE in smoke and of course the 2 shells that hit him caused a fire (meanwhile the 86 that landed on the enemy didn't). He didn't even die, but he didn't repair. I realize in a perfect world I wouldn't be so tunnel visioned on the scope view, but we were completely roflstomping and I was just sitting there in smoke capping and spamming. Sigh.
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# ? Apr 20, 2018 20:53 |
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Becoming pink is very easy right now. I think the threshold is like 10k damage which is not a lot.
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# ? Apr 20, 2018 21:25 |
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Herr Bazooka posted:Becoming pink is very easy right now. I think the threshold is like 10k damage which is not a lot. It really is easy, especially when people do everything in their power to get underfoot and gently caress with you. Makes me wonder how the new system with punishment levels is really going to shake out. I'm never really salty enough to kill someone on purpose but if there's an enemy that needs to Die Right Now, sometimes you have to take a risky shot for the sake of your team.
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# ? Apr 20, 2018 21:30 |
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UP THE BUM NO BABY posted:Learn to lead, makes everything easier. Based on time to target I generally lead battleships by 1x, cruisers by 1.5x, and destroyers by 3x This is good advice for Cleveland. Practice makes perfect, and practicing in the Cleveland is just plain FUN. You get to poo poo out buttloads of shells, and watch them rain down all day long. It's such a deep, visceral pleasure. And to be honest, you've got decent AP against battleships at closer ranges. You need to aim for their superstructure instead of the belt armor, but you can give them a really hard time. fake edit: okay, I'll get off my Cleveland fan-wagon. I was getting really discouraged with CA gameplay after taking the IJN line all the way up to the Myoko, but Cleveland solved all my frustration. I'm just in love. I hope the switch to the new CL line doesn't hurt my baby.
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# ? Apr 21, 2018 05:17 |
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Cleveland's going to get put in a much nastier MM bracket, but all accounts suggest it's going to get extremely more dangerous. 6.5 second reload, a full toolkit incl. radar, and probably more stuff I've forgotten.
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# ? Apr 21, 2018 07:20 |
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what the gently caress is the design philosophy behind the conqueror? no citadel, bullshit strong he that means you never have to shoot ap, and a super strong heal?
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# ? Apr 21, 2018 07:37 |
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DonkeyHotay posted:what the gently caress is the design philosophy behind the conqueror? no citadel, bullshit strong he that means you never have to shoot ap, and a super strong heal?
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# ? Apr 21, 2018 07:44 |
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DonkeyHotay posted:what the gently caress is the design philosophy behind the conqueror? no citadel, bullshit strong he that means you never have to shoot ap, and a super strong heal? salt farming
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# ? Apr 21, 2018 07:44 |
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To get torpedoed repeatedly by me.
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# ? Apr 21, 2018 07:59 |
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Nostalgia4Infinity posted:salt farming is this the flippant way of saying who cares about balance?
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# ? Apr 21, 2018 08:01 |
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DonkeyHotay posted:is this the flippant way of saying who cares about balance?
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# ? Apr 21, 2018 08:06 |
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DonkeyHotay posted:what the gently caress is the design philosophy behind the conqueror? no citadel, bullshit strong he that means you never have to shoot ap, and a super strong heal? "let's take everything bad about this game, turn it up to 11, and put it on one ship"
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# ? Apr 21, 2018 08:07 |
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DonkeyHotay posted:is this the flippant way of saying who cares about balance? yeah sure let's keep going down this path, it has potential
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# ? Apr 21, 2018 08:12 |
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christ gently caress tier 10 matches match before my team had two shimakaze, one with 900 games played in it with a 33% w/r, the other with 250 games played, also 33w/r in it. we did not win.
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# ? Apr 21, 2018 08:27 |
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Wolfy posted:It's not really unbalanced though, just unfun to play against. It's incredibly unbalanced for any number of reasons. Sure, from a pure "winning games" perspective it may not technically be OP due to being somewhat weak at directly leading a push or diverting fire from the weaker ships, but as an actual ship it is incredibly bullshit. Just to start with, there is absolutely no reason it should have had an underwater citadel and 1/4 penetration with its HE - both could be heavily changed without making the ship underpowered at all.
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# ? Apr 21, 2018 08:28 |
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Nostalgia4Infinity posted:yeah sure let's keep going down this path, it has potential ok, as far as i can tell it actively rewards or even encourages lazy, thoughtless gameplay.
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# ? Apr 21, 2018 08:29 |
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DonkeyHotay posted:ok, as far as i can tell it actively rewards or even encourages lazy, thoughtless gameplay. yes, this is world of warships. you must be new here.
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# ? Apr 21, 2018 08:55 |
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DonkeyHotay posted:what the gently caress is the design philosophy behind the conqueror? no citadel, bullshit strong he that means you never have to shoot ap, and a super strong heal? I believe that they wanted to make a line of anti-battleship battleships because all the other ones are effectively immune to each other. They kind of didn't ever consider what those ships would do to cruisers/destroyers though. See also : AP dive bombers, deep water torpedoes. They really need to realize that they have to nerf battleships directly, because these indirect attempts are seriously not working out.
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# ? Apr 21, 2018 14:03 |
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DonkeyHotay posted:match before my team had two shimakaze, one with 900 games played in it with a 33% w/r, the other with 250 games played, also 33w/r in it. we did not win. How!? Are they actively shooting up their teammates as much as they can?
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# ? Apr 21, 2018 14:57 |
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ST. New campaign. New permanent campaign "Hit hard! Hit Fast! Hit often!" is added to the game. The campaign tells about the military career of Admiral William Halsey Jr. ST. New commander. William Halsey is added to the game as a unique commander. He has both talents and improved skills. Expert Loader skill -75% (up from -50%) to reload time when shell type is switched Expert Marksman skill +3 (up from +2.5) deg/s to traverse speed of guns with a caliber up to 139 mm +1 (up from +0.7) deg/s to traverse speed of guns with a caliber above 139 mm Hit hard! talent After receiving the Confederate achievement, the ship under Halsey's command gets following bonuses: -20% to the main battery reload time -20% to plane service time -10% to torpedo reload time Hit fast! talent After receiving the Double Strike achievement, the ship under Halsey's command gets -10% to base detection radius, which can accumulate if a player receives the achievement multiple times during a battle. The ship that William Halsey is assigned to will have a unique pennant and colored tracers for the main battery shells. Upon receiving achievements that activate the talents, fireworks will be launched from the ship. -- and to balance up the IJN ST. Yamamoto Isoroku commander. Yamamoto Isoroku receives improved skills. Expert Marksman +3 (up from +2.5) deg/s to traverse speed of guns with a caliber up to 139 mm +1 (up from +0.7) deg/s to traverse speed of guns with a caliber above 139 mm Preventive Maintenance -45% (up from -30%) to the risk of incapacitation of modules
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# ? Apr 21, 2018 15:10 |
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# ? Jun 5, 2024 14:12 |
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Lord Koth posted:It's incredibly unbalanced for any number of reasons. Sure, from a pure "winning games" perspective it may not technically be OP due to being somewhat weak at directly leading a push or diverting fire from the weaker ships, but as an actual ship it is incredibly bullshit. I agree that it’s absolutely terrible when a conq decides to shoot your battleship, but I don’t think that’s a balance issue, just lovely gameplay.
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# ? Apr 21, 2018 17:45 |