Jump to content


  • Content Сount

  • Joined

  • Last visited

  • Battles


Community Reputation

111 Valued poster

1 Follower

About Swagger897

  • Rank
    Master Chief Petty Officer
  • Insignia

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

999 profile views
  1. +1 to keeping current mechanics without reverting. Currently ships are able to duck behind cover when spotted and stay safe from enemy fire once undetected. There are many islands in this game where in 20 seconds a ship can cross behind between a salvo fired and come out on the other end spotted, and as such a ship ready to take aim will be able to take advantage of what once was a built in feature of the game to drop detection. Why WG would want to revert back to a different mechanic that many have become accustomed to is beyond me. There are plenty of people from the looks of things that prefer it to remain as is.
  2. You are severely misunderstanding how fuse timers, shell penetration, and in-game results are all effected with each other. In real life, sure, this could be plausible; However, in game this is not how the mechanics work. The game processes shell hits via a pretty simple checklist. Can said shell penetrate armor? Yes, continue: Can said shell continue penetration once fuse has been activated? Determine... What you may be thinking of, is that a shell that has an increased fuse time might be able to continue its trajectory to the ship's citadel and then in game, you would be awarded with a citadel vs. a standard pen. Currently however, if a shell results in a shatter, that shell will always be a shatter, because it never had the penetration in game to go through the armor plating which was struck. Increasing/decreasing the timer will not solve the shattering problems, as the shell will always shatter as it fails to penetrate. The only solution is to have a shell with more penetration, regardless of fuse time, in order for it to not shatter. That, or striking a thinner armor plate area and allowing the shell to detonate after.
  3. How many people in here actually have the black and have played it more than 40 games? Because this is the same debate that has happened before with Atlanta/Flint, Missouri/Iowa, yet with every resurfacing of this topic it has always been settled with better players will perform and make use of the strengths these ships have with more noticeable effect, than lesser skilled players will ever be able to.
  4. Regardless of what shell you are also using, there is still the amount of time it takes to typically swing guns to target, fire, reload to the "suitable" shell, and fire again, including travel time on both salvos. Unless your name is Missouri, you simply cannot control when the DD is spotted and be able to actually use the HE shells that WG tells you to fire when shooting a DD. That is up to them to be spotted again by your team, or to reveal himself on his own accord. Typically when you see a DD it isn't for long, even under the longest USN radar. CVs are a rare wildcard that shouldn't be taken into account unless you are the CV, leaving most battleships up to guesswork for the DD. While I don't want to pander as if BBs need radar (no...), or they should spec for RPF (no...), this change seemed incredibly hurried and that there should be a solid amount of data present to eliminate the single-shell multi-pen issues we've had for so long now. Unfortunately to those who do play BB, it is likely to stay for a very long time. It will be incredibly difficult now to prevent a DD charge, not just at top tier either where your accuracy and precision is at the peak of gameplay, but for lower tiers as well. A change like this solidifies me probably never returning to Tiers 8 or lower due to not having an accuracy module on the ship.
  5. Swagger897

    Game Balance

    watch me
  6. Swagger897

    The New WGC Launcher