Jump to content

LittleWhiteMouse

WoWS Community Contributors
  • Content Сount

    11,286
  • Joined

  • Last visited

  • Battles

    9278
  • Clan

    [WG-CC]

Community Reputation

33,918 Superb

About LittleWhiteMouse

  • Rank
    Admiral
  • Birthday February 14
  • Insignia

Contact Methods

  • Website URL
    www.shipcomrade.com

Profile Information

  • Gender
    Female
  • Location
    The Realm of Chaos

Recent Profile Visitors

286,074 profile views
  1. LittleWhiteMouse

    IFHE All Night Long

    Having mapped all of the armour values (tier IV+) for cruisers and battleships, there are a lot of weird inconsistencies like that scattered all over the place. The IFHE rework did well to homogenize most of the armour settings, but there are still some odd ducks. Like, why does Perth get better armour than Leander? I could maybe (MAYBE) understand why Huanghe doesn't share the same armour profile, but that one doesn't make sense to me either.
  2. LittleWhiteMouse

    IFHE All Night Long

    So long as nothing weird happens with their development to change their baseline HE penetration values? Yes. IFHE is recommended on 180mm ships. This pushes their penetration from 30mm to 37mm which crosses that important 32mm threshold to damage the extremities of tier VIII+ battleships.
  3. LittleWhiteMouse

    Is IFHE worth it after adjustment?

    Bingo. This also means that if Matchmaking changes (meaning which tiers become popular) IFHE's value can go up and down depending. Similarly, if you're playing a given ship in an environment with very specific Matchmaking (such as Ranked or Clan Battles for example), then this too can affect the value of IFHE. The best thing to learn is the armour values at each given tier and go from there.
  4. LittleWhiteMouse

    Is IFHE worth it after adjustment?

    It depends not only on the gun caliber but the tier of the given ship. In short "it's complicated".
  5. LittleWhiteMouse

    Detonations are still [bleep]

    Wargaming's methodology has been from the start to make the game as inclusive as possible -- and one of the biggest tools in their toolkit for doing that is relying on RNG to flatten the skill-curve. All of the damage dealing in this game is trapped behind one (or several) layers of RNG, including but not limited to: Ordnance dispersion, module damage, module critical hits (including detonations here), fire setting and flooding chance. They are not interested in catering to the 1% of expert-players at the expense of the 99% which pay their bills. Only if you're someone unable to have fun unless you're winning.
  6. LittleWhiteMouse

    Detonations are still [bleep]

    Forgive me, but that's more of a problem of the tier 10 economy than ANY problem about detonations. This bleeds into the World of Warships free-to-play business model.
  7. LittleWhiteMouse

    Detonations are still [bleep]

    Destroyers are also balanced by vulnerability to air power, low gun DPM, poor penetration, module fragility, etc, etc, etc, including vulnerability to detonations. The presence of other balancing measures does not preclude detonations from also being a balancing measure. Playing the "but what about X?" argument is disingenuous. Don't draw false equivalencies. I respect you think it's pointless but removing it devalues my game experience and makes me not want to play. I see it as a valuable mechanic and I wish they were more frequent and mechanically spectacular. I want to see more forms of detonation, including some that could potentially be survived through (such as deflagrations of individual magazines which could be flooded to prevent propagation or secondary magazines chunking big sections of HP but not necessarily being lethal). Detonations add an element of surprise and unpredictability to combat. The benefits are to provide players with instances where they bested an opponent suddenly and spectacularly while similarly providing a sense of risk where any incoming fire has the potential to be lethal. Finally, it provides an economic incentive for certain people to stock up on Juliet Charlie signals, thus draining banked resources.
  8. LittleWhiteMouse

    Detonations are still [bleep]

    Yeah, several though some only do it indirectly. The Dragon and Economic signals all screw (quite heavily) with the economy portion of the game which completely trivializes the use of premium consumables and temporary camouflages. The ramming flag also guarantees you survive your first ram so long as you have more than 50% of your health remaining and don't drag along the enemy hull.
  9. LittleWhiteMouse

    Detonations are still [bleep]

    It's not hypocrisy -- it's one of many balancing elements intrinsic to the different ship types (including variance within classes of a given type). Destroyers are hands-down the most influential ship-type in the game (though they're soft-countered by CVs currently). Their whole method-of-operation is based around providing opponents with very small windows of opportunity to strike back at them -- thus protection by stealth. Their increased vulnerability to detonations helps off-set the few shots of opportunity thrown at them making ANY fire potentially lethal and emphasizing the destroyer game play mechanic.
  10. LittleWhiteMouse

    Detonations are still [bleep]

    Short of aircraft carriers, they are equal across all types of ship. It's never any higher than a 10% chance per damaging hit to magazines and tends to hover closer to 1%. The only difference you see in detonation rates between the types comes down to their differences in hit points and the protection level of different magazines. This is by nature of the design of the ships themselves, not artificial game mechanics.
  11. LittleWhiteMouse

    IFHE All Night Long

    Graf Zeppelin has one of (if not) the worse aim times with her torpedoes of any of the tier VIII carriers. Furthermore, her aim marker with torpedoes is penalized more than most other carriers too (Shokaku may have similar penalties -- I haven't been able to isolate it fully). Thus Graf Zeppelin benefits tremendously from aim-time reduction improvements. This goes double for her dive bombers which have some of their best ballistic performance at the start of their attack run. Sure you can go without, but you'll see more benefit to using it -- far more than you will with IFHE on her secondaries.
  12. LittleWhiteMouse

    Detonations are still [bleep]

    Detonations, by their nature, are uncommon. We can expect to see one about once every three games or so by straight mathematical odds. Similarly, the use of anti-detonation signals is also uncommon -- so now we're stacking odds. This means if I go five games without seeing a detonation on either team, that's not unusual. Nor is it unusual to see three suddenly crop up in a single match. So no, I'm not concerned about signals or upgrades that reduce detonation frequency. World of Warships greatly compromises the feel of the massive scale of warships with their damage models. Detonations are one of the few ways which that is still preserved.
  13. LittleWhiteMouse

    Detonations are still [bleep]

    Well, here's the thing: I expect warships to behave as a reasonable approximation to actual warships. It doesn't have to be exact, but every little bit they remove from actual warship experience erodes my interest just a little more. And there's a LOT of not-warship stuff in World of Warships. Some of them are more egregious than others with a lack of sea-keeping being at the top of the pile for me. Detonations are very much a part of what makes ships feel like ships for me and I would be very, VERY sad to see them go. Possibly inconsolable. Like, seriously? How is sea-keeping not a thing in World of Warships? It would be like suspension and ground resistance not being a thing in World of Tanks...
  14. LittleWhiteMouse

    Detonations are still [bleep]

    This again. My beef with detonations is that they're not graphically significant. They should be a bloody event and they're not, so all they get is bad press. Furthermore, a lot of players can't tell the difference between a Detonation and a Devastating Strike. Worse still, people will claim a detonation did them in unfairly when the enemy had them dead to rights anyway, making the whole complaint process moot. Detonations occur most frequently with destroyers -- especially gunship destroyers as they're more likely to trade fire. If you're not running Magazine Modification 1 and you hate detonations, you're doing it wrong. Fun fact: while Main Armaments Modification 1 will do a lot to preserve your torpedoes, it's not really necessary for keeping your guns alive. Your ship is more likely to sink from loss of hit points before one of your guns gets blown off permanently. Battleship detonations are probably the most off-putting, if only because they tend to happen from individual torpedo hits -- you know, where you successfully dodge nearly a full spread of 8 fish but end up having to take just the one... and that one clips just beneath your B-turret and a horrendous space-kablooie results? Yeah. Those stick out in people's memories even though they happen so bloody rarely. Cruisers are more likely to suffer a Devastating Strike from AP shells than they are to be detonated. You can use the Juliet Charlie signal if you're really paranoid about detonations, but I prefer to save those for things like Ranked.
  15. LittleWhiteMouse

    IFHE All Night Long

    Colbert has 127mm guns. Here's the list of gun armaments at tier X: 127mm - Colbert 130mm - Smolensk 152mm - Worcester, Minotaur* 203mm - Zao, Des Moines, Salem, Hindenburg, Venezia* 220mm - Moskva 234mm - Goliath 240mm - Henri IV 305mm - Puerto Rico, Stalingrad 310mm - Yoshino * Minotaur & Venezia do not have HE shells.
×