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About LittleWhiteMouse

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  • Birthday February 14
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    The Realm of Chaos

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  1. When did you change your avatar?

    1. rj195605


      It was 'A Date Which Will Live in Infamy' :Smile_Default:

    2. fbifiles


      December 7th? Has it really been that long?

  2. LittleWhiteMouse

    DevBlog 343 - Test Ships Changes - Closed Testing 0.11.6

    It sure as Hell does. It's no longer HMCS Huron. It's wearing her skin, but her game play does not relate to the historical performance of the ship. They're too lazy to make her work with her historical weapons so they're just making crap up now and slapping it onto this important Canadian vessel. Hey, Wargaming: Remember why she's being added to the game in the first place? You're screwing that up right now.
  3. LittleWhiteMouse

    You've got to be kidding me

    The variance on depth charge damage from destroyers is enormous. It's as high as 5,700 and as low as 1,700. Once you account that nearly every single hit you will ever get with depth charges will be 0.33x this value, it gets even worse. German destroyers are on the low end of things, with 2,200 base damage from their bombs or 726 damage per hit. To sink a full health Balao, you're looking at up to 28 depth charge hits barring damage over time effects. In Z-52's case, that requires you to have 88% accuracy with two full sticks of depth charges to sink them, otherwise you're waiting for the reload.
  4. LittleWhiteMouse

    You've got to be kidding me

    I've had a good time hunting submarines. I say this with the following provision: Everyone I am attacking and sinking in these ships isn't used to playing submarines yet. They are horribly disadvantaged and stand no chance. To my memory, I have only faced good submarine players on two (2) occasions. The first time, I got wrecked. The second time, I also got wrecked but I killed them too and only because he was on low health and rammed me.
  5. LittleWhiteMouse

    Can someone please explain to me (re: Huron)

    Flint and Atlanta have destroyer dispersion. I think that's what she meant. Standardization was very much part and policy of Wargaming's design decision for a long time... at least up until the CV rework where they started just making up numbers. It used to be a quad 40mm Bofors nest had the same AA value regardless of which ship it was mounted on. Now, if you stick a quad 40mm Bofors on a mid-tier British cruiser, you end up with twice the DPS than one put on a high tier American ship. Yay. The same went for guns. American 127mm/38s did 1,800 HE damage, 5% chance and 2,100 AP damage with 2,598 Krupp. Give two ships the same gun and the same ammunition and you could count on ballistics, penetration and damage to be identical. But they've been increasingly deviating from this in order to make development shortcuts and it's not good for the players. Now she has a slower reload than Atlanta and her make-believe SAP does the same damage as Atlanta's HE but without the module damage or fire chance. But hooray, you get close-to-Baltimore ballistics for some made up reason.
  6. 17 games played out of a planned 30 with San Diego.  I've got enough to begin writing my review, though I'll be plugging some more games as I go.

    1. Show previous comments  13 more
    2. YouSatInGum


      BTW Mouse.... are you planning are saying anything about the economy update?

      I posted some numbers on the forums showing how FXP is seriously nerfed.... CXP too but not as bad as FXP

    3. Lexmechanic_


      @Chobittsu WoWs Ship Builder (the app) has ballistics, flight times etc. for Huron guns now

    4. Lexmechanic_


      I'm a bit worried by the silence from the Mouse Den. I hope all is well.

  7. LittleWhiteMouse

    Huron is the PR Dockyard’s Bonus Ship

    Probably the same reason Gorizia was stuffed into the first Puerto Rico event? There's never been any hard-fast rule that the same nation needs be represented within the same dockyard event.
  8. LittleWhiteMouse

    Huron is the PR Dockyard’s Bonus Ship

    That Wargaming have decided to treat her shell stats the same way a 10 year old treats a chemistry set bothers me tremendously.
  9. . . . why her ammunition is now non-standard? Standardize your crap, Wargaming. Good lord. Your stats for identical shells coming from identical guns is all over the map. 1,600, 1,700 and 1,900 damage for the same HE shell. 5% and 8% fire chance. 5.85m and 6m module damage blasts. This is so unnecessary on a new ship, especially with the increasing bloat your game is struggling under right now. A player should be able to have a rough idea on what a given ship can do by looking at it's armament. American 127mm/38s should be rapid fire with floaty ballistics. Japanese 127mm/50s should hit like trucks but struggle with gun handling and reload times. Soviet 130mm/50 1936s should have modest (but still competitive) rates of fire and excellent ballistics. And British 120mm/45s should not have three different damage values for the same shell coming from the same gun. A player shouldn't have to discover, TO THEIR PERIL, that the ship they thought they were buying wasn't as good as they thought because "whoops", WG pulled a fast one and made those guns the player thought they were familiar with behave completely different than what the ship's model advertised. Do not give me any crap about "balance". If you wanted to preserve her 137k HE damage, you could have given her standard 120mm/45 HE shells with a 4.5 second reload or Haida's 1900 HE shell with a 5 second reload. If you had your heart set on a unique, rapid-fire design on a Canadian Tribal, then you should have given HMCS Athabaskan II with her 102mm/45s like I asked instead of creating yet another exception for players to struggle with.
  10. LittleWhiteMouse

    You've got to be kidding me

    Here's the ranges at which subs detect things (as of the current date and subject to change): While the Sub is on the Surface: Up to a surface ship's normal detection range. While the Sub is at Periscope Depth: Up to a surface ship's aerial detection range. While the Sub is deeper than Periscope Depth: Unable to detect enemy vessels normally. A submarine's Hydrophone consumable has a 6km range and allows them to detect subs running deep while also giving brief flashes of where surface ships are (though they cannot be targeted). Also, when it comes to hunting subs, you don't use your Hydroacoustic Search to detect them -- at least not initially. Look for submarine spoor; single fired torpedoes, oil slicks, hydrophone pings, etc. Once you identify that a submarine is operating nearby, starting heading towards it. And only when you think you're getting close (or if you've been detected on the approach) should you activate hydro. This will keep you (mostly) torpedo safe and it will light them prematurely if they're at periscope depth and keep them lit once they dive deep once you're within 2km. Activating hydro too soon means that it will expire before you close the distance.
  11. LittleWhiteMouse

    You've got to be kidding me

    I think my question may have accidentally been rhetorical. I think WG wants them spotted less. Their recent moves have all moved towards making it harder to pin their exact location down.
  12. LittleWhiteMouse

    You've got to be kidding me

    This reads to me like the time Wargaming made it difficult for enemy CVs to snipe other CVs. Who exactly is supposed to be detecting submarines then?
  13. LittleWhiteMouse

    Flamu has lost his mind.

    Very yes.
  14. LittleWhiteMouse

    Flamu has lost his mind.

    Ding ding ding! ♫ Give the man a prize. Public stats allow for this level of investment. Wargaming has a long history of fostering toxicity by act (though never by stated policy). It keeps the community engaged in their products.
  15. LittleWhiteMouse

    Flamu has lost his mind.

    And as I told the NA-CCs back in 2016: You're doing it wrong and playing right into his hands.