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About WackyMan157

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  1. WackyMan157

    Pelicans New Kremlin

    Me too, I was thinking my hopes for Soviet alternate color scheme being like a Grozovoi/Murmansk/Mikhail Kutuzov camo was just a fantasy but WG actually went ahead and did it.
  2. WackyMan157

    Yoshino vs. T10 Azuma - A Comparison

    I'm well aware, I'm just trying to actually use data and footage to deduce whether all the complaints on Yoshino are founded or not. Ding ding ding ding. Thank you for that, I've been interested in Yoshino since the Dev Blog said she was going to be a thing, even more so because I currently have every coal ship and thus it's either her or nothing for a long time.
  3. WackyMan157

    Yoshino vs. T10 Azuma - A Comparison

    T10 Azuma is gone and will never be seen again, she died for Yoshino's sins Yoshino will be for coal, I estimate around 300,000 base if there is a price increase like how Jean Bart's was higher than Musashi's T9 Azuma will be 1,000,000 - and will be publicly available on April 1
  4. WackyMan157

    Yoshino vs. T10 Azuma - A Comparison

    Guess that's why then, I wrote this out in Google Docs then I copy pasted it in
  5. WackyMan157

    Yoshino vs. T10 Azuma - A Comparison

    I have no idea, I tried to fix it but the forum formatting did not co-operate in any way to my attempts with CTRL+B
  6. Introduction: Well Yoshino is finally here, the replacement of the old T10 Azuma that will be released for coal in the Arsena- I mean Armory, in the near future. Seeing the very mixed reaction to the initial stats of the Yoshino, I have decided to delve deeper and actually compare Yoshino’s current iteration (as of March 31, 2019) to the single iteration of the T10 Azuma’s stats. Yoshino is designed to be an enhanced T10 Azuma, as Azuma was down-tiered to T9 due to a lack of comfortably. Hopefully this analysis will bring light as to whether or not Yoshino will currently succeeds in filling that role. Spreadsheet comparison: Direct link to public spreadsheet This is a personal spreadsheet I made, comparing the Yoshino (left) to T10 Azuma (right). Hopefully it is simple enough to be understood; grey means they are equal, green is better, and red is worse. I’d like to say that for AA and torpedoes, it’s a simple Yes/No, as Yoshino outclasses T10 Azuma in both of these - unless you prefer having no torps over torps, but you do you. The big “if” - the guns: There is one custom statistic I have put into the spreadsheet: Dispersion/Range. This is meant to show the average increase in dispersion per kilometer - hence the title of maximum dispersion being divided by range. I would like to state that I am aware that there is a minimum firing range, and as such these values would be slightly lower, however the point should still stand. Yoshino actually has, if my math is correct, a 0.05m advantage per kilometer, meaning that her shell groupings will in fact be very slightly tighter than the old T10 Azuma’s, which already had better dispersion than other super cruisers. While this will likely be minimal and possibly unnoticed, it is still an interesting difference. Yoshino also has a 0.05 sigma buff when compared to the old T10 Azuma. This will be noticeable, as over time more shells will likely hit due to sigma influencing how close shells group towards the center of a firing circle. Now, with these incremental changes in mind, it is time for the big question that I cannot answer - the dispersion formula. Azuma has been tested with her T10 formula, which was changed to cruiser levels at T9, which was then nerfed - whether T9 Azuma’s release state has the old formula is yet to be seen. IF Yoshino has the same formula as the old T10 Azuma, then this will be a fairly balanced tradeoff for the loss of 2s of reload. People following the development process of Montpelier may be familiar with this design choice: as she has lost 0.5s of reload in exchange for 0.15 sigma, to a fairly pleased audience reception. Once again, IF Yoshino has the same formula as T10 Azuma, then a reaction comparable to that towards Montpelier’s guns can be expected - slightly slower but with slightly more reliability, a balanced trade off. Should Yoshino have cruiser accuracy, then I will be thoroughly surprised, although this was not mentioned in the Dev Blog post. If Yoshino has a normal Graf Spee formula, then prepare yourselves for a wave of controversy. The torpedoes: As a quick note, Yoshino has received one choice for torpedo armament. These torpedoes are exact clones of the 12km Zao torpedo option in every way except reload, due to the fact that Yoshino has quadruple (4) launchers rather than Zao’s quintuple (5) launchers. With a base reload time of exactly 2 minutes (120 seconds), these torpedoes will likely be very potent, especially when the firing angles are taken into consideration. The above image depicts the firing angles of Yoshino's and Atago's torpedo tubes from left to right respectively. The inner circle represents the angles needed for a single torpedo set to be fired, with the outer circle representing a full broadside. Atago is well known for her forward torpedo angles, which, even though outclassed by French torpedo angles, still work extremely well in the current meta. Take note of how the cones for both circles on Yoshino's arcs are larger than Atago's. Yes, that does in fact mean that Yoshino has superior angles in every form when compared to Atago's. Couple this with the fact that Yoshino has exact copies of Zao's 12km torpedoes, and you begin to see just how potent these torpedoes can be when used effectively. The AA: I will not delve deep into this topic, as AA is still changing with updates in light of the CV rework. In short, the old AA on T10 Azuma was perfectly fine for self defense in a pre-rework meta as seen in Flamu’s video, and it would likely have been perfectly usable in the post-rework meta as well. Vomiting, as I like to call it, extra triple and single mounts of 25mm AA guns on the deck of Yoshino will only help to enhance her own personal AA aura. I will leave it at that, Yoshino’s buffed AA is certainly a quality of life improvement to the ship, whether or not it was needed is open to debate, as the IJN dual “bofors” were already packing quite the punch. Although I think at least one Midway bomber squadron will be able to get through to enlighten you with a perfectly balanced 15k damage drop. No I’m not salty, I swear. The armor: Oh boy. Oh boy oh boy oh boy. This one is fun, and I will admit I fell for this one as well. I’ve seen people claiming that Yoshino has nerfed armor when compared to the old T10 Azuma. Fortunately for us, Flamu showed every piece of armor of the T10 Azuma in his video (source below), and guess what: 30mm plating and center deck with 25mm nose and stern. I don’t know where the idea that T10 Azuma had a 30mm fore and aft came from, but it’s apparently a thing that’s believed. But no, Yoshino has the exact same armor as the old T10 Azuma, perfectly serviceable and good for tanking against BB shells 406mm in size or smaller. The model: The above image shows the models of Yoshino and T10 Azuma, Yoshino can be distinguished by the inclusion of white tarps on her rails and far larger quantity of 25mm AA guns on her main deck. I got quite lucky with 0.8.3 being delayed until April 1, allowing me to compare the 0.8.1 model of Azuma (before her 40mm guns are removed) to the 0.8.3 ST version of Yoshino’s model. A list of differences in Yoshino’s model when compared to T10 Azuma’s are: Far more 25mm AA guns Presence of sand bags all over the deck and superstructure as makeshift defense against small arms fire from planes Torpedo tubes slightly aft of the catapult in the main hull Different lifeboat configuration Spare wings for float planes by the catapult “Tarps” (I don’t know what these are called, canvas?) that cover over the railings amidships Various little details on the deck Truth be told, nothing special has really been done, you can tell that this is clearly a late war version of a sistership to Azuma, much like when you compare a 1942 Yamato to her final version in 1945 (bless WG for changing the model on Yamato). All in all this is passable for being a new model, although I wish WG did do some changes that were unique and not just the usual for sister ships. My main wish was for the inner secondaries to be given barbettes sticking out of the deck, akin to the French battleships, that allow then to superfire over the lower secondary batteries. This is a massive nitpick but it is something I’ve noticed with sister ships. I’m a little irked by the inclusion of the canvas tarps as a means to add color to emphasize a difference between ships, this was done when Anshan’s model was reused to make Fushun (Fushun lost the tarps), and when Mikhail Kutuzov’s model was reused to make the Irian. While this is very minor, I do wish more was done to differentiate sister ships rather than a little splash of color. /rant Does Yoshino fulfill her role?: Yoshino is meant to be a modestly buffed replacement of the original T10 Azuma. As outlined by the developers themselves in their Dev Blog post, “...Cruiser [Azuma] moved to tier IX. This reallocation will allow the ship to feel more comfortable in battle…”, the T10 Azuma was thus not well suited for T10 due to a lack of comfortably. Because of this, Yoshino is meant to be, by design, a more comfortable (and thus a very slightly more powerful) version of T10 Azuma. Do I think Yoshino fills this role? No. Yoshino is so damn close to fulfilling her potential, but she’s not quite there. She has gained situational advantages in the form of AA and torpedoes with extremely good angles, which is a plus. But this comes at a direct cost to consistent DPM in the form of a 2 second reload nerf. A 1.1 second rudder shift nerf which came out of left field does not aid in making her more comfortable to play as a mid-to-long range HE and AP spammer either. It feels like Yoshino’s current iteration leans less towards being more comfortable than T10 Azuma, and more towards relying on unneeded crutches at the cost of gameplay aspects that were actually contributing to a comfortable play style - losing exactly 10k hit points on a whim to the Balance Gods did not help this case either. Conclusion - What I would personally like to see changed: For extremely basic changes to make Yoshino more comfortable, it is an easy route: her slow turrets should be changed from 5 to 6 degrees of rotation per second - dropping the 180 degree rotation time from 36 to 30 seconds, the rudder should also be looked into, as there is no real reason why an already slow rudder should be 1.1s slower. Yoshino’s guns will likely have better shell groupings over T10 Azuma as well, due to the increased sigma and slightly lower increase in dispersion per kilometer. However, this only applies if Yoshino uses the same dispersion formula as T10 Azuma. The biggest gripe that the community has with Yoshino right now is her survivability. When compared to the release version of T9 Azuma, she has 30mm armor (thank the lord), but at the cost of 10k health when compared to the original Azuma. Yoshino also lacks the enhanced heal of the T9 Azuma, it’s perfectly standard. I’d like to see Yoshino either get her health buffed into the higher range of the 60,000’s, or receive the heal of T9 Azuma (extra charge with faster cooldown) to maintain the flavor that has been set with Japanese super cruisers. What are your guys’ thoughts on Yoshino? Do you believe she achieves the set goal of being a proper replacement for the older T10 Azuma? Sources used: Yoshino Dev Blog - https://medium.com/@devblogwows/new-ships-9fab6b188e90?fbclid=IwAR2pNYlHHcz-9j3sUi6zYTcc0g6fzeNyydILTtemN3vNfqDDLPYoIdz0QGU T10 Azuma Dev Blog - https://www.facebook.com/wowsdevblog/photos/a.1914529002206771/2228614504131551/ Flamu (T10 Azuma Video) - https://youtu.be/Tnzq4cgD694 Game Models 3D - https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc520 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc034 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc038 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc510 T9 Azuma and T10 Yoshino purchasing methods (Dev Blog) - https://www.reddit.com/r/WorldOfWarships/comments/aofu5u/azuma_yoshino_neustrashimy/ Azuma down-tier Dev Blog - https://medium.com/@devblogwows/test-ship-changes-bc8825f30d1c Wow the forums are difficult to use to format text...
  7. WackyMan157

    Still no Yahagi ::sad face::

    All she needs is a turret traverse buff and reload buff to her guns to make them usable and not completely terrible like they currently are. I for one am concerned she may be released - either for cash or for free - to coincide with the upcoming 74th anniversary of her sinking alongside Yamato.
  8. WackyMan157

    Neustrashmy - just one more thing

    Just going to nitpick that this is not a rumor. The DevBlog (most official source out there for Work in Progress stuff) explicitly stated that Neustashimy would be for steel. Honestly I think a DD that has a superheal is already unique enough, the capabilities to go in, take crap tons of damage, pull out, then come back like nothing happened can easily change the tide of a battle. The guns do need a sigma buff, the DD bog standard sigma (2.0?) does not work on four guns alone, much like how traditional BB sigma ranges do not work on 6 guns. I am open to testing this ship with a Soviet BB radar as you outlined, but the devs seem to be getting pretty fixated on this ship being a DD with a superheal.
  9. Ever since the Royal Navy battleship line has been released, they have been a thorn in the side of gameplay experience. No, they are not overpowered, and no, they cannot influence a match to the extent that other equal tiered BBs can. The problem is that they are unfun. They are both unfun to play, and they are sure as hell unfun to play against. These ships are one trick ponies - eat massive damage while spitting out massive damage. On paper, that is okay and pretty normal for a battleship line, until you see how it actually works. These ships are big, and they have screw all for armor, the damage they take is from IFHE spamming cruisers and IJN gunboats, yikes. The damage they deal, is not from big AP salvos, they’re from braindead 10k+ damage HE salvos that throw on 2 fires a pop, yikes again. Royal Navy battleships have always been a point of contention when it comes to balance, after the initial nerfs to Lion and Conquerors’ heal cooldowns, the initial flames over their impact died down. But these ships (and the line in general) still remain in game. I’d like to draw attention to the oldest RN BB in the game, Warspite. I do not own this ship, but I own her WWII era cousin - Vanguard. These two premiums are the embodiment of what the community wants from Royal Navy battleships, what got thrown out the window in WarGaming’s rush to make yet another Royal Navy line unique (I’m not opening the can of worms that is RN CLs). These two premiums, with Vanguard being released after the standard line was released, focus on being highly maneuverable, being punished when showing broadside, and absolutely slapping enemy ships with AP when the opportunity arises. These ships have an average skill floor but an extreme skill roof. I can say from playing Vanguard that, if a captain knows what they are doing, these ships can, and will, dominate a match. But, if you screw up, if you make a misplay at the wrong time, it’s back to port. You don’t get to sail around broadside all willy nilly and get off with a 10k salvo done to you that you can simply shrug off with a mega-heal. So, what needs to be done to the entire RN BB line to actually fix it and make a decent line? Not much honestly, and Vanguard’s balancing cycle highlights this. When Vanguard came off of the ST server and into the live client, she was complete crap and an embarrassment to the playerbase. WG tried to turn her into a main line ship, the community and the CCs were not going to have any of that crapagain, and rightfully erupted over the proposed changes. WG quickly reversed this balance decision and turned her into the T8 Warspite we have today, with her only real limitation being the poor turret angles, an aspect that is out of WG’s control due to historical factors. Here’s the general changes that should be implemented to fix this abomination of a line: 1. Raise the roof. Raise the citadels, make them punishable to remove the braindead defense of these battleships. I will give credit where it is due, WG is testing this on Conqueror and Monarch on the live client in what may very well be the first stage of changing this entire line. 2. Remove that damn quarter pen on the HE. Seriously, do I need to say anything else? 3. Turn on a dime. Entire line, no question. Everyone has best in class rudder shift time like the Vanguard and Warspite. I will not give specific numbers, but you should understand what I’m getting at. 4. Fix that damn AP. No short-fuse [edited]. Normal fuse with improved AP pen wherever needed for balancing reasons (ahem, Monarch). 5. Buff and nerf the heals. God. This one is a damn mess. You go from standard heals at Tier 3 to Tier 8 to super heals at Lion and Conqueror. NOPE. KILL IT WITH ̶F̶I̶R̶E̶ ARMOR PIERCING. Give T3-T7 a Warspite heal, give T8-T10 a Vanguard heal. Boom, problem solved. Although a net nerf for Conqueror and Lion, the improved rudder shift will allow them to negate damage taken by avoiding it entirely. 6. Buff sigma. Encourage AP usage by showing off devastating AP salvos on enemy targets. Nothing crazy like Stalingrad’s 2.65 sigma, but more akin to Vanguard’s 2.0 sigma. 7. WD-40. The ultimate meme of Warspite that was eventually given. Buff the entire line’s turret traverse, topping out at Vanguard-levels at T8-10. The older dreadnoughts can stay at slow levels, just not as slow as they are right now (72 seconds for a 180 turret traverse). 8. No other gimmicky crap, that’s it. 9. Oh wait I forgot. Nerf concealment, not by massive amounts, but enough to not allow some of these ships to outspot equal tier cruisers. For specific ships there will need to be changes in order to balance them out, here’s what I personally predict: 1. Buff Monarch’s gun range. This ship is the downer of the line, she’s too short ranged, push it up to around 20.5km. 2. Buff the 457mm Conqueror. Alright I lied about Sigma. Either make these guns lasers or buff the reload up to around 24 seconds to allow them to be useable. 3. Remove 419mm Conqueror option (?). Not sure here, it’s a no-brainer but buffing the 457mm guns may not make this one a necessity. A reload nerf of 2 seconds may be in store though because 12 guns with high sigma will never turn out well. 4. Nerf King George V. Reload: 27 seconds, no question. 25 seconds is too fast and 29.5 is proven to be too slow (see: Duke of York). That’s about all that I can think of right now. I will not touch premiums in this post but I personally believe the option of changing Hood, Duke of York, and Nelson should be on the table. A temporary ability to exchange these ships to doubloons should be available, or free xp in Nelson’s case. WarGaming should, in my opinion, go the full way in cleansing the game of such a poor balancing choice, these premiums should not be allowed to roam about still spamming HE (less so in Hood’s case after the recent changes) after the main line has been so drastically changed in terms of play style. In conclusion, I believe that the main line of Royal Navy battleships should be completely reworked to conform more to the design of Warspite and Vanguard, rather than mid to long range fire spitters that give the middle finger to ships that fire back via having an underwater, and almost untouchable citadel. So please WarGaming, I ask of you to not simply do incremental changes to singled out ships in this mess of a line, go the whole way and turn the line into what it has always meant to be. Thank you. TL;DR: Give me my line of Warspites reee.
  10. WackyMan157

    Yukikaze Preview - WiP Currently lacking bigly

    Slap on a Soviet DD heal (not the Neustrashimy’s type), buff the gun traverse speed, they already have slow reload due to massive alpha strike, and increase the torp range to 12km (and decrease damage by a couple thousand)
  11. WackyMan157

    WG why do you hate the Italians so much?

    Along with what has been said above with the archives being difficult to access (which is why 3/4 Italian ships we have were transferred to the USSR, WG had their specifications from the Soviet archives), an ex-WG employee leaked the plans for 2019, and so far the plan has been spot on with the CV rework, British CVs, radar changes, and now the Soviet BBs. The leak specified that Italian cruisers would be coming around September 2019, so that is likely to be correct as well.
  12. WackyMan157

    Scharnhorst, Its a real predator....

    The camo is based on a picture of Scharnhorst with that looks to be a destroyer camoflague painted on her (like in game) but it is actually the destroyer Z-15. Many people actually don't recognize it's a separate destroyer and proceed to believe the whole picture is just a camo on Scharnhorst.
  13. WackyMan157

    Scharnhorst, Its a real predator....

    Nope, totally serious. I love rocking my Z-15 camo on Scharnhorst when I play her.
  14. WackyMan157

    Scharnhorst, Its a real predator....

    Ah finally, another man of culture!
  15. I’ve seen this topic pop up before, both the Hood and the De Grasse had split long range auras due to the nature of their AA gun sizes. Recently they were merged into a single aura in as one of the miscellaneous unannounced changes. Whether this is intentional or not cannot really be determined but it should be noted that the CV (and thus AA) rework is very much in progress and thus such changes like these should be expected; heck, LittleWhiteMouse even says in her reviews to absolutely not buy a premium based solely on its AA values due to the transformative nature of the CV rework in its current state.