Jump to content

LittleWhiteMouse

WoWS Community Contributors
  • Content Сount

    11,570
  • Joined

  • Last visited

  • Battles

    9398
  • Clan

    [WG-CC]

Community Reputation

35,052 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

305,296 profile views
  1. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    The designs of the Imperium technology are deliberately anachronistic, combining the fantastical with more familiar forms. At a glance, it looks ridiculous -- why would a society of the distant future be using things like riveted tanks, for example? Why are they loading 100m long torpedoes by press-gangs of people with nothing more than winches and pulleys? Why does everything look like it's out of the late Renaissance or Victorian Age? The reason is simple: Human life means little to nothing in the 41st millennium and the lords of the Imperium spend those lives callously in the name of the Emperor. When (nearly) any conflict can be won by sheer weight of numbers, you don't need fanciful high-technology. You need reliable, mass-produced fare that can match the limitless numbers of conscripts you can draw upon. The equipment issued to the Astra Millitarum and Planetary Defense Forces are rugged, versatile, easy to manufacture and easier still to maintain. The standard issue las-rifle has enough stopping power to blow a man in two, can be manufactured on a world with medieval levels of technology and its power supply can be recharged, in a pinch, by tossing the battery cell into a campfire. And that's just the basic armament of the most basic of lowly grunts for a backwater civilian militia. High technology in 40K consists of using caged stars as fuel, of weaponizing the psychic horror of a planet that's been "Death Starred" into solid-mass artillery rounds that cause seismic shockwaves capable of leveling city blocks (while simultaneously breaking the minds of anyone in the vicinity) or 15m tall siege engines with reality-bending shields that make them nigh-impervious to conventional attacks and weaponry that cycle through rapid-fire atomics, making them capable of glassing the entire state of New Jersey in a couple of hours. And that's to say nothing of the firepower of the Imperial Navy which can (and does) unleash horrors such as the "World Eater" virus -- a biological contagion that consumes and liquifies organic material so rapidly that as a consequence the atmosphere ignites. And if that's not enough for you, there's the body horror of imposing "Hunger Games" style deathmatches for children in order to find the best candidates to brainwash, torture and surgically transform into post-human deformed, warrior-monks. The horror of 40K is its scale. As powerful as the weapons, armour and equipment is that the humans are using -- as limitless as their numbers are, it's not enough to ensure humanity's survival. The galaxy is vast and you will not be missed.
  2. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Naval warfare in the Warhammer 40,000 universe deviates greatly from what you might expect from the ground forces. The Battlefleet Gothic board game had the fleets playing generally like this: Imperial & Navy and the Mechanicum: Short ranged. Heavily armoured prows. Massed torpedo batteries. Has access to a few long-ranged, super-powerful weapons. Ships are slow. Decent but not-great attack craft. The Imperium played like Nelson's fleet of old: Never mind the manoeuvres, just go straight at them. Break through their line, cross the T. Fire torpedoes on your way in and tough out the worst of their return fire. Traitor Fleets: Very long ranged. Relatively soft skinned. Fast. Tends to lean more heavily towards a combination of artillery and carrier strike forces. Attack craft are marginally better than those of the Imperium due to more wide access to assault-pods. Quite potent in a boarding action, especially with Khorne disciples or with Traitor Astartes on board. They have access to some incredibly powerful battleships and super-weapons. Chaos fleets were very well balanced between speed, firepower and durability. This fleet was incredibly flexible and elegant to play. Adeptus Astartes: Short ranged. Heavily armoured as all get-out. Faster than the Imperial Navy but slower than the Traitor forces. Access to powerful (but a small number of) bombardment cannons which make a mockery of armour values. Fleet tends to polarize between very powerful (and expensive) battle barges and lighter (and faster) strike cruisers. Horrifically powerful in a boarding, raid or teleport action. Very durable attack craft (Thunderhawks). Astartes aren't like the Space Marines from ground forces. They're much harder to play with some definite weaknesses (no flexibility / versatility). They really struggle against fleets that laugh at armour, such as the Eldar, Tyranids and some Chaos ships. Orks: Very very pathetically short ranged with horribly limited fire arcs, but so help you if they hit. Very fast (and for hilarious reasons -- all of the engines on a ship are connected to one big red button on the Kaptin's throne) but very unmanoeuvrable. Very good in a boarding action (on par with Chaos but well behind the Astartes) and even better at ramming. Tend to have very large fleets with tons of escorts, roks and smaller ships. Has access to a Space Hulk (which is pretty much a fleet onto itself). Ork fleets tend to charge and attempt to board / ram everything they can on the first pass. Their fleet generally sucks but it's hilarious so that's okay. Eldar: Take all of the rules of the game and throw them out the window. Depending on the direction of the sun (yes, really), ships go from being fast to "going to plaid". Short ranged, but that doesn't matter. Phenomenal torpedoes and strike craft. Nothing hits harder than the Eldar. The ships get to move, attack and then move again, allowing them to dodge outside of fire arcs, range or back into cover. Even if they can be hit, most attacks fail due to their holographic shields. However, if you do catch one out, they crumple like tin foil. Eldar are infuriating to play against. You'll feel like you're losing against them all game only to finally (FINALLY) catch one of the little blighters. Depending on how valuable that ship/squadron is, you might just pull out a win. Dark Eldar: Eldar-lite. They aren't as fast and don't hit as hard, but they're more survivable. They're better in a boarding action. I only saw people play this fleet a handful of times and it never really made an impression on me. Necrons: Potentially faster than the Eldar and as tough as the Astartes. They have masses of AOE attacks -- so getting in close is all kinds of bad news. However, they're quite vulnerable to boarding actions (so get even closer!) and the fleet risks disengaging suddenly if they take too much damage. Necrons were hella-powerful in Battlefleet Gothic but they were balanced by surrendering more victory points for losses than other fleets. Tyranids: Governed by an instincts flow-chart unless the Hive Mind overrides a given ship's behaviour. Masses of spore clouds around the ship act as ablative armour and can be used to damage ships that get close. Very very slow, very very short ranged. However, if they get in close, they are unmatched in boarding actions and rams -- so much so that the enemy fleets get special rules for nuking their own ships when facing Tyranids. Tyranids were a fleet that seemed interesting on paper but was open to all kinds of abuse from min-maxing players. It wasn't fun to play against. Tau: Short ranged. Slow and kinda squishy. Good torpedoes. Decent attack craft. They tend to load all of their firepower in a forward facing batteries. Limited shields. But mutually supporting ships get some nice bonuses. An interesting fleet with lots of beautiful ships from Forgeworld. It didn't feel too powerful but it was fun.
  3. LittleWhiteMouse

    Take Belfast out of Ranked or put it back in the shop

    That still burns those who have been supporting (and perhaps are continuing to support) Wargaming for years. Look, I recognize it would be better for the game -- I'm pointing out what said proposals are battling against. It would have been better for everyone concerned had Wargaming had a policy from day one that premiums could be nerfed. Or that premiums weren't going to be permitted in select game modes. But they didn't go that route. And they sold a bunch of premiums based upon the premise they could be used openly. Honestly, the best thing WG could do is to start another competitive / semi-competitive game mode where premiums aren't permitted while maintaining things like Ranked and Randoms where they still are. No one can cry foul then.
  4. LittleWhiteMouse

    Take Belfast out of Ranked or put it back in the shop

    Is it though? Premiums have been (up until this point) sold under the premise they could be used in competitive. Barring them going forward will, again, receive player push back and may compromise the number of sales they make in the future. This is where monetization conflicts with game play. One's going to give.
  5. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Nothing else. Just the sigma and reload changes. Again, I must stress that this information comes from the test-ship Asama. It's entirely possible that things may change in the future and that her statistics do not represent the finalized ships. However, I think it's a pretty safe bet.
  6. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Yes. Lots of them.
  7. LittleWhiteMouse

    Premium Ship Economic Modifiers Chart?

    I didn't make it. Someone on Reddit put it together.
  8. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Take Amagi. Increase sigma (reduce dispersion) by 0.1. Increase the reload time (make them fire more slowly) by 3 seconds. Bam. The Emperor Protects / Death to the False Emperor.
  9. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Which is a shame. The Ragnarok was supposed to be based upon (and heavily modified from) farm/construction equipment.
  10. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    You need about 0.3 sigma difference for players to be able to see a difference in game play. Even the best (super-unicum) players can't tell the difference between 1.8 sigma and 2.0 sigma, as evidenced by Arizona's release back in 2016.
  11. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    If anyone's wondering how these ships perform: If they are indeed based upon Asama which was in testing, then these ships perform exactly like Amagi with 0.1 sigma more (so 1.9 sigma instead of 1.8 sigma) and 3 seconds longer reload (33 seconds instead of 30 seconds).
  12. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Nah, the British Royal Navy light cruisers fit the British. Physics-defying agility, weird, super-precise guns and torpedoes and smoke (holo-fields). Oh, and paper armour.
  13. LittleWhiteMouse

    WoWS x Warhammer 40,000: Imperium vs Chaos

    Time to put my nerd-hat on. There are marked differences between Chaos and Imperial vessels by the 41st millenium. Imperium vessels tend to be very old or very new, with designs such as the Lunar-class cruisers an the Emperor-class battleships going all of the way back to the Horus Heresy. These are defined by their relatively slow speed, armoured prows (on most ships) and heavy banks of forward-facing torpedoes. Chaos vessels may date from as far back, however many more are more designs from the middle of the Imperium, dating from M33 to M37, including the Slaughter-class and Devastation-class cruisers. It's believed that these newer designs were flawed and exposure to the ruinous powers through the Warp led to their corruption. These newer vessels did away with the armoured prows and instead relied upon longer ranged (and highly efficient) phased plasma-batteries and lances. In short: Imperium slow, more heavily armoured, short-ranged and torpedo heavy. Chaos fast, longer-ranged, less armoured. So the Amagi-class suits Chaos rather well. For the Imperium, something more akin to something Russian would be more appropriate.
  14. LittleWhiteMouse

    Odin. Why?

    There's a reason single torpedoes are known to detonate battleships. Black's just "better" at it, though the layers of RNG present make everything super wonky.
×