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ArctixFox

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About ArctixFox

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  1. ArctixFox

    Implementing 4p Battleship Skill Brawler

    Well what if the skill has a negative if you are outside secondary range of any target an additional 20 damage for having the skill that makes it intresting since it is now a wildcard
  2. ArctixFox

    Implementing 4p Battleship Skill Brawler

    Of course this is a proposal like i proposed the Mainz before she came out and they even used my stats found she was to weak and buffed her. The idea is to try for a skill reducing incoming damage for aggressive brawler ships and give them the opportunity to push and make the game less boring or would you rather have thunderers sniping you with he across the map setting 4 fires and everyone sitting back as far as possible that ruins the game and now with submarines battleships can never push untill half the team is dead we need to reward the proactive player that plays for the team not encourage passive play
  3. Its all quite simple easy an can be done in a matter of weeks the idea is to reward aggressive play to fix all this passive meta before subs were even a thing and carriers destroy ships battleships have always gotten the shot end of the stick when it comes to playing aggressively and trying to push objectives so lets offer a reward to incentivize this and make games better and more interesting if a wargaming employee reads this this will make your game a lot more popular and bring back some of the lost customers and revenue. 4 Point Battleship skill Brawler: -40 percent to all incoming damage including damage to secondary's and damage from fires or flooding if you are within secondary battery range of 2 or more enemy ships and 2 allied ships or less. +25% to damage recived if you are outside secondary range of any ship Its simple its easy and its a good time.
  4. ArctixFox

    [ALL] Night Battle Mod Project

    will there be any update to this mod so we can have all maps nightmode
  5. Introducing the mighty ijn atlanta Omegaduckky ! 24 100mm guns with a 3 s reload who says size matters never came into range of this little monster. Armor: 70mm citadel belt 16 mm side plating and 16mm superstructure 30mm deck Turrets 13mm turrets all around HP ~29,100. Firepower: 12x2 100mm (3 forward, 3 aft, 3-3 on the side) Reload 3s Range: 14.0 km Torps: 2x4 Type 90 mod 1 10km range 62 knots Reload: 101s AA: 100 mm/65 Type98 25 mm/60 Type96 Triple mod. 1 25 mm/60 Type96 Twin mod. 1 Maneuverability: Speed: 34 knots Turning radius: 700m Rudder shift: 7.2s Concealment: Detectabillity Sea 11km base Detectabillity Air 6.2km base CONSUMABLES: slot 1: DCP slot 2: Hydro/DFAA slot 3: Smoke Japanese Short Duration slot 4: Repair party standard crusier Blueprints: IJN Dakka As a tier 10 premium it would be fun a good time and an amazing unique design that we haven't seen yet in world of warships. Its finally time for the Admirality to have their day and fight off this russian bias with glorious japanese dakka. I hope one day this comes to the attention of Wargaming and they seriously consider this amazing project i am sure you all will love it thanks for the read and goodnight. Should give an honorable mention to Tzoli for the beautifull drawings ...
  6. I recently reflected and edited the post it was idiotic to put a spotter plane on the damm ship there is no room or way it could ever fit one so i changed the range to 14 km something more resonable also i gave the ship a regular crusier heal because even with the smoke torpedoes and stray ap shells can do a lot of damage and she is not very high in hp regardless
  7. ArctixFox

    Axis vs allies team Matchmaker Proposal

    i would like to point out to all the geidar comments that axis actually had good radars the ijn near the end of the war were starting to catch up and germany had the best radar on par with british radar not quite us standars but more importantly germany developed a coutner to radar called jammers a radar that blocked other radars and in this mode this could be implemented as a mechanic for the axis to have a fair chance
  8. With the new announcment of asymetric teams like a lot of t5 vs less t7 ships i wanted to put forward to pen the idea of Axis vs Allies teams to have a bit of historical imersion and more realistic battles take place like germany japan Italy vs uk us and france being on both sides from occupation with russia europe pan asia being wildcards since sweeden was neutral and russia was allied with germany at one point now that most of the historical ships have come out from all nations that participated in ww2 and ww1 it seems time to try this new battle mode in the game.
  9. the japanese designed it with the 100 mm guns and this was the best small gun in their navy for dual purpoise they would not add 139mm guns as for the speed its the same as harugumo aki and all the other 100mm variants
  10. my idea is like i did with the mainz thou i caled it selditz is to introduce a cruisier that underperforms slightly but has potancial so it gets buffed during the cc testing and ends up being preety good like the mainz is basicly op at its tier. i would probably suggest a british heal for it but i dont want wg to introduce the ship with the stats i put being broken or they will just nerf nerf nerf its better to have stats a bit worse and have them buff it
  11. Oh one thing i have to mention is this ship has a major design flaw that caused quite a panic in the Admirality at the time it is too top heavy hence they would have to lower the centerline turrets and not have all of them on a barbette here are some more designs that adress this issue
  12. well i could give it smoke but consider that bft and aft will buff the crusier guns to 13 km and add to that you can buff it more with range mod also you get spotter plane but the trouth is 100mm guns arc a lot past 12 km its hard to hit anything besides bbs so superheal could work and keep the supertesters from crying about it being to op since it is not a russian ship if anyone says op it will get hit hard by a nerf bat as for the torps you can mount them under the deck like a lot of ijn ships do and hide them it will have the biggest dpm monster in the game really ridiculously fast reaload im still undecided to give it smoke or super heal but it needs one or the other because it wont be fast like colbert or super manuverable it is a long ship if you go reaload you will have about 13 km range and 2.5 reload ish or if you go range you will have 15.2 km range about what the harugumo has and a bit less dpm but you will not be able to hit crusiers
  13. Harishima falls into the clas of CLAA it would be the first ever ship of this type introduced into the ijn fleet
  14. Introducing the mighty ijn atlanta Omegaduckky ! 24 100mm guns with a 3 s reload who says size matters never came into range of this little monster. Armor: 70mm citadel belt 16 mm side plating and 16mm superstructure 30mm deck Turrets 13mm turrets all around HP ~29,100. Firepower: 12x2 100mm (3 forward, 3 aft, 3-3 on the side) Reload 3s Range: 14.0 km Torps: 2x4 Type 90 mod 1 10km range 62 knots Reload: 101s AA: 100 mm/65 Type98 25 mm/60 Type96 Triple mod. 1 25 mm/60 Type96 Twin mod. 1 Maneuverability: Speed: 34 knots Turning radius: 700m Rudder shift: 7.2s Concealment: Detectabillity Sea 11km base Detectabillity Air 6.2km base CONSUMABLES: slot 1: DCP slot 2: Hydro/DFAA slot 3: Smoke Japanese Short Duration slot 4: Repair party standard crusier Blueprints: IJN Dakka As a tier 10 premium it would be fun a good time and an amazing unique design that we haven't seen yet in world of warships. Its finally time for the Admirality to have their day and fight off this russian bias with glorious japanese dakka. I hope one day this comes to the attention of Wargaming and they seriously consider this amazing project i am sure you all will love it thanks for the read and goodnight. Should give an honorable mention to Tzoli for the beautifull drawings ...
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