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Everything posted by Meatshield_No13

  1. According to the screenshot the engine was knocked out, not the steering gear. You want to knock out the rudder. Engine propels the ship, rudder steers it.
  2. Benefit of Owning All the Ship in a Line

    Encouraging players to keep all boats in a line instead of say 3 is a difference 10 vs 3 occupied port slots. Port slots while not really on the player’s radar as far as a real money cost goes are an item that can be purchased. If players are incentivised to keep the entire line for say an annual or bi-annual signal flag quantity reward they are more likely going to need to purchase a larger quantity of port slots. Additionally there is other factors, selling ships as you progress to partially recoup losses. If you retain the ships you don’t recoup the credits, for some that means they might fork out for premium time while grinding a line. Finally I am aware that many people here have probably never needed to actually purchase port slots or snapped up a large number during a sale but without any knowledge of numbers, sales, economics, etc we can’t really get an accurate idea. TLDR Encouraging players to hold on to the whole line of ships could feasibly earn Wargaming more money.
  3. Game Mode Suggestion

    The idea has merit as an event. I would scrap the idea of locking out lost ships though, would favor the high player population nations more than the low player population nations. Also certain nations would need their tech trees filled out, I can’t see British doing well without access to any Destroyers, nor can I see Russia doing well without any Battleships. Faction roles/strengths are another factor but if the event has a variety of modes and mixes them well it could help even it out. Carriers as you mention are an issue. Perhaps allowing people to sign for a nation but bring a CV, effectively locking them in but allowing maximum inclusion. I admit that it is somewhat an immersion issue though.
  4. What Balances the Z-52?

    Don't pop your smoke, why would you when you know he can nullify it? You are self defeating by popping smoke. You run away, he stays in his smoke and you get away. Or He pursues, exiting his smoke and both of you are lit up, the difference is you are running towards your team, he is running away from his. Don't pop smoke, you instantly solve the issue of the Z-52 remaining undetected if he pursues.
  5. Novel idea, Harekaze treatment. Give the Cossack two hull options: Hull A is as stands and can gain something like TRB or a Heal, some sort of consumable to offset the bad angles and the lack of a turret compared to Hull B. Hull B removes the secondary gun and gives the Cossack 4 turrets to utilise, without seeing how a 4 turret setup would go I can't really speculate if anything further would be necessary. The Harekaze's hull options I feel was a nice concept that succeeded (I see Akizuki gun and US gun variants in games, I have no data to stand on but anecdotally it seems at least 2/3 hull variants are used), WG should use that more often. The added bonus is both are historical representing the ship at different times of the war.
  6. Who Radared/Hydro'd me?

    Edinburgh can mount radar in place of smoke. Due to RN CL frailty it is almost never done to the point that people can forget T8+ RN CLs can mount radar.
  7. Finally Broke 300k

    Congratulations. I haven't achieved over 300k dmg yet. Clearly my flaw based on your damage breakdown is I need to shoot more HE and less AP. I feel way less guilty about damage number results with 100k HE shells and 40k AP shells now.
  8. I don't know what to say

    Judging from OP's description I think they actually spawned near C and capped C first then headed north past B to A because of the lack of opposition. Just a typo mentioning A, at least that's my (possibly incorrect) interpretation.
  9. Bottom right of the screenshot, the red circle/oval, click on your desired option. Note along the top collections row that the Yamamoto one is greyed out, by activating the HSF collection it pauses the Yamamoto collection.
  10. For those curious about the specific ships that earn bonus crates, ie, Yamato, Musashi, HSF Harekaze, and HSF Graf Spee. Once you have opted in and earned 1 collectible and activated the collection playing and winning 1 game in one of the above ships will trigger the personal challenge for the extra crates showing up allowing you to track it So you can for Yamato at very least earn those crates in Co-Op, I assume the rest would be the same. I played in Random to unlock/show the challenge, so I am not sure about the initial challenge unlock.
  11. HSF Event Bug???

    Far as I can tell they are random like the Yamamoto collection, not every daily reward crate will give you an item.
  12. DD's Insane Win Rate Today?

    There's also one of the New Year Raid tasks (Task 5 IIRC), has 2 additional missions that involve spotting DDs first and dealing damage to DDs. The upswing in aggression may be a result of these tasks. I realise there is the 3 million task also, but doing that twice might be putting people off so they're supplementing with these tasks, and the best way to spot and damage DDs is to be a DD and charge in.
  13. Torpedo damage mechanics queston

    If he was broadside when he ate the torps the probable explanation was he was moving at speed with enough of an angle relative to the torps that they hit staggered and all hit the same location (probably stern). |__________> (DD moving from left to right) /\ /\ /\ Not exactly the most elegant visual aid but hopefully you get what I mean.
  14. Suggestion, take it into Co-Op, you can get a feel for the different gun parameters and focus/tunnel in on that without having to be paranoid about getting blapped while learning the new guns. If a ship is initially uncomfortable I find Co-Op is a good way to sort out the issues because I can focus almost exclusively on them to identify and then fix/mitigate.
  15. What is the point of operations?

    The rewards such as flags, captains and premium time are a one time thing. The reason to do an Operation: Co-Op has low cash and XP rewards Randoms are well, random and some people get frustrated or just choose not to play Random. Operations reward a comparable amount of cash and XP as a Random battle of the same tier, for the same amount of time invested.
  16. Got me a Gallant.

    Purchased the 20 pack of the cheapies. Got 30k Free XP 600 dubs A bunch of +50% Cmdr XP and +300% FXP signals and a Mutsu Satisfied, even if I am not particularly keen on the Mutsu.
  17. Getting gifted 1 ship per year of service?

    I recall it being mentioned that the players who received these gifts would also be getting an email shortly after. It is entirely possible that there may be additional stipulations concerning these gifts, perhaps the ships are only temporary with an option to buy at a discount after a time period has passed? Just wild guessing, probably wrong but I feel it is important to point out that we don't have all the information here. Would people be upset if this was WG just picking a bunch of people at random? No I didn't receive anything before someone goes there, but I personally do not feel miffed by this promotion, and I don't think this sort of promotion is a unique thing. I stopped playing Armored Warfare for a large amount of time, logged back in a while ago out of curiosity and got handed a bunch of boosters and even a Tank for being a "returning player", granted I didn't keep up with news so I may have missed something, but WG is hardly alone here.
  18. So why you hate Destroyers Wargaming?

    Going to assume it has to do with the recent campaign having missions that require Cruisers and Battleships, but not Destroyers. It has altered MM at the lower tiers somewhat based on my personal non-scientific, insignificant experience.
  19. smoke or no smoke

    There are a number of possible reasons: A recent update did alter smoke firing detection (detailed below). Alternatively ever since RN cruisers Spotter planes on Battleships have started to become more popular because the elevated firing view they provide gives a much easier angle to blind fire against a ship in smoke accurately. It is safe to say that as time has passed the number of Battleships employing blind fire tactics such as spotter planes and educated guesses based on nearby elements has increased and their skill/accuracy has also increased. Additionally smoke still remains a massive torpedo magnet for any ship within torpedo range. The more specific changes to detection radius when firing your guns in smoke in a recent update. The old detection in smoke was 2km (or 3km with the TA module). It should be noted you will be detected for the 20 second duration as per normal gun bloom if an enemy ship is in range. This detection is reciprocal, for example: A Baltimore firing can be detected in a smoke screen from 7.18km away, if an enemy Des Moines not in smoke wandered within 7.18km, they would detect the Baltimore and if the DM opened fire the Balti would in turn detect the DM (assuming no other ships providing line of sight). A Gearing however could wander within 7.18km and detect the Balti and open fire and the Balti wouldn't detect the Gearing until they were within 2.83km. USN Battleships ・ South Carolina: 10.62 km・ Wyoming: 10.77 km・ New York: 13.99 km・ Colorado: 16.19 km・ North Carolina: 15.1 km・ Arkansas Beta: 10.77 km・ Montana: 17.38 km・ Iowa: 15.64 km・ New Mexico: 12.31 km・ Arizona: 12.47 km・ Alabama: 15.64 km・ Missouri: 15.64 km・ Texas: 13.99 km・ Alabama ST: 15.64 km USN Cruisers・ Erie: 3.58 km・ Chester: 3.66 km・ Albany: 3.83 km・ St. Louis: 5.04 km・ Omaha: 6.87 km・ Atlanta: 4.6 km・ Cleveland: 6.71 km・ Pensacola: 7.32 km・ New Orleans: 7.05 km・ Baltimore: 7.18 km・ Des Moines: 8.18 km・ Phoenix: 6.58 km・ Marblehead: 6.87 km・ Marblehead Lima: 6.87 km・ Indianapolis: 8.18 km・ Flint: 4.6 km USN Destroyers・ Sampson: 1.95 km・ Farragut: 2.83 km・ Mahan: 2.98 km・ Benson: 2.75 km・ Gearing: 2.83 km・ Nicholas: 2.49 km・ Clemson: 2.21 km・ Fletcher: 2.75 km・ Wickes: 2.09 km・ Sims: 2.83 km・ Smith: 1.93 km・ Black: 2.75 km RN Battleships・ Warspite: 13.03 km・ Bellerophon: 10.47 km・ Orion: 12.11 km・ Iron Duke: 12.59 km・ Queen Elizabeth: 13.19 km・ King George V: 12.63 km・ Monarch: 13.35 km・ Lion: 14.76 km・ Conqueror: 16.69 km・ Hood: 14.89 km・ Nelson: 14.76 km RN Cruisers・ Black Swan: 2.21 km・ Weymouth: 4.6 km・ Caledon: 4.5 km・ Danae: 4.71 km・ Emerald: 5.4 km・ Leander: 4.6 km・ Fiji: 5.4 km・ Edinburgh: 5.52 km・ Neptune: 6.58 km・ Minotaur: 5.4 km・ Belfast: 5.28 km RN Destroyers・ Campbeltown: 2.09 km・ Gallant: 2.43 km French Battleships・ Dunkerque: 14.2 km French Cruisers・ Bougainville: 3.34 km・ Jurien: 4.17 km・ Friant: 5.04 km・ Duguay-Trouin: 6.78 km・ Émile Bertin: 6.16 km・ La Galissonnière: 6.72 km・ Algérie: 8.18 km・ Charles Martel: 8.03 km・ Saint-Louis: 9.13 km・ Henri IV: 11.54 km・ De Grasse: 6.72 km KM Battleships・ Tirpitz: 15.05 km・ Nassau: 7.6 km・ Kaiser: 10.92 km・ König: 11.24 km・ Bayern: 13.65 km・ Gneisenau: 14.33 km・ Bismarck: 15.05 km・ Friedrich der Große: 16.77 km・ Großer Kurfürst: 17.79 km・ König Albert: 8.85 km・ Scharnhorst: 11.68 km KM Cruisers・ Hermelin: 3.32 km・ Dresden: 3.4 km・ Kolberg: 3.5 km・ Karlsruhe: 4.78 km・ Königsberg: 5.99 km・ Nürnberg: 6.13 km・ Yorck: 8.33 km・ Admiral Hipper: 8.49 km・ Roon: 8.65 km・ Hindenburg: 10.17 km・ Emden: 3.4 km・ Admiral Graf Spee: 9.47 km・ Prinz Eugen: 9.13 km・ HSF Admiral Graf Spee: 9.47 km KM Destroyers・ V-25: 2 km・ G-101: 2.13 km・ V-170: 2.01 km・ T-22: 2.26 km・ Ernst Gaede: 2.9 km・ Leberecht Maass: 2.9 km・ Z-23: 3.38 km・ Z-46: 2.83 km・ Z-52: 2.9 km Italian Battleships・ Giulio Cesare: 10.86 km Italian Cruisers・ Duca d'Aosta: 5.77 km IJN Battleships・ Kawachi: 7.65 km・ Myogi: 14.54 km・ Fuso: 17.3 km・ Kongo: 14.17 km・ Ishizuchi: 11.81 km・ Nagato: 16.7 km・ Mikasa: 8.85 km・ Amagi: 16.9 km・ Yamato: 19.27 km・ Izumo: 19.21 km・ Mutsu: 16.51 km・ Kii: 17.5 km ARP Battleships・ ARP Kongō: 14.17 km・ ARP Kirishima: 14.17 km・ ARP Haruna: 14.17 km・ ARP Hiei: 14.17 km IJN Cruisers・ Yūbari: 4.18 km・ Furutaka: 6.92 km・ Aoba: 6.79 km・ Myoko: 7.6 km・ Mogami: 6.79 km・ Ibuki: 7.18 km・ Kuma: 5.06 km・ Tenryu: 3.36 km・ Iwaki Alpha: 4.71 km・ Zao: 7.18 km・ Chikuma: 4.01 km・ Hashidate: 2.78 km・ Atago: 6.66 km・ Katori: 4.83 km ARP/Dragon Cruisers・ ARP Myoko: 7.6 km・ ARP Ashigara: 7.6 km・ ARP Takao: 6.66 km・ ARP Haguro: 7.6 km・ Southern Dragon: 7.6 km・ Eastern Dragon: 7.6 km・ ARP Nachi: 7.6 km IJN Destroyers・ Tachibana: 1.96 km・ Umikaze: 2.03 km・ Isokaze: 2.19 km・ Minekaze: 2.22 km・ Shimakaze: 2.83 km・ Tachibana Lima: 1.96 km・ Fūjin: 2.22 km・ Wakatake: 2.19 km・ Kamikaze: 2.22 km・ Kamikaze R: 2.22 km・ Mutsuki: 2.22 km・ Fubuki: 2.62 km・ Akatsuki: 2.75 km・ Akizuki: 2.39 km・ Hatsuharu: 2.49 km・ Shiratsuyu: 2.49 km・ Kagero: 2.55 km・ Yūgumo: 2.62 km・ Shinonome: 2.62 km・ HSF Harekaze: 2.55 km Russian Battleships・ Imperator Nikolai I: 9.75 km・ Oktyabrskaya Revolutsiya: 10.47 km Russian Cruisers・ Aurora: 4.82 km・ Diana: 4.93 km・ Murmansk: 6.58 km・ Diana Lima: 4.93 km・ Orlan: 3.03 km・ Novik: 3.74 km・ Bogatyr: 4.21 km・ Svietlana: 4.01 km・ Kirov: 8.01 km・ Budyonny: 6.58 km・ Shchors: 6.72 km・ Chapayev: 6.66 km・ Dmitri Donskoi: 6.96 km・ Moskva: 12.66 km・ Oleg: 4.6 km・ Krasny Krym: 6.62 km・ Molotov: 7.12 km・ Mikhail Kutuzov: 7.72 km・ Admiral Makarov: 5.99 km Russian Destroyers・ Gremyashchy: 2.66 km・ Storozhevoi: 1.98 km・ Derzki: 1.98 km・ Izyaslav: 2.09 km・ Udaloi: 3.33 km・ Khabarovsk: 4.06 km・ Podvoisky: 2.95 km・ Gnevny: 2.67 km・ Minsk: 2.95 km・ Ognevoi: 2.95 km・ Grozovoi: 2.9 km・ Kiev: 3.53 km・ Tashkent: 3.73 km・ Okhotnik: 2.48 km・ Leningrad: 2.88 km Commonwealth Cruisers・ Perth: 4.5 km Polish Destroyers・ Błyskawica: 2.78 km Pan-Asian Destroyers・ Anshan: 2.73 km・ Loyang: 2.75 km Apologies for the lack of parlance on some of the nations, I am not familiar with all of them. Also without knowing what ships you are playing it is hard to offer more specific thoughts, you mention a variety of tiers but no mention of the ships played. Battleships for example generally can't smoke firing anymore, while Cruisers can but the risk is notably greater.
  20. The 3 non-HSF banners are titled: Monaghan collector's edition Cossack collector's edition Asashio collector's edition Those titles lead me to believe that they are simply special flags you get if you buy a certain package (or more) for the recently announced upcoming premium Destroyers.
  21. No more "powerful" then Concealment Expert. RPF is taken only on certain ships and builds and has a divided opinion, and plays second fiddle to CE. CE is taken on pretty much any ship and any build, while some exceptions exist even those exceptions acknowledge that the skill is good. Watch, read, listen to almost any guide about builds and skills, CE is the primary goal of almost all of them for the first 4pt skill. It's that good. So it is curious that RPF gets all the attention for being "overpowered" yet not even everyone can agree on that. We can all agree on the power of CE to the point where entire sections of ship lines are significantly harmed in capabilities by not having it. Really any discussion should be around CE and why we accept this skill in spite of the significant difference between a ship without CE vs an identical ship with CE, and the importance of vision overall. If you want to increase skill diversity remove CE (compensate/adjust ships appropriately) and put a new skill in it's place. Because the existence of CE in fact harms skill diversity because it's mandatory for pretty much every build/setup.
  22. Battleship question about higher tiers

    As Lert said above, plus gun range and accuracy also increases. At the lower tiers 15-16km is the upper limit of quite a few ships (IJN BBs being an exception), and accuracy at those ranges can be a bit inconsistent. At the higher tiers guns are now ranging from 19km to 24km, and while the accuracy can still be described as inconsistent the ships are still plenty capable of landing hits. Plus with the gun ranges being further reaching even with inconsistent accuracy you are simply in range of more ships. Lower tiers initial contact may only put you in range of a couple of ships on that flank, high tiers usually the whole flank can open up and sometimes even ships on the other flank. Couple this with the generally resulting situation of players typically shooting the easiest and/or closest target and that is why high tiers are BBs hanging back, they're already generally the easiest target to hit in terms of size and mobility, being closest would just compound that. The KM BBs are the best line if you really do desire getting stuck in and having secondaries blazing so to speak. With the right modules and captain skills you can get high tier KM BBs with secondaries that reach out to about 11km, that is significant. The issue is that is still way too close, the trick is to try and only engage a couple of enemies with those secondaries (using terrain to shield yourself is another method of selectively engaging) and preferably enemies that are isolated and/or over-extended and then only at the fringes of your secondary range. Keep in mind however that a focused secondary build can leave you lacking in other quality of life skills.
  23. 7 wins, Co-Op quickest way, battles are over quickly. XP, Randoms, better XP returns, pick a ship or two that you routinely perform well in (higher tier is normally better as XP tends to be higher), slap on any XP multiplying camos and signals you have and battle. Damage, either high tier Randoms or Co-Op Operations, both afford opportunities for high damage, depends on what you prefer doing. The Operation is probably the more stable means but less lucrative I would imagine.
  24. Vampire

    I got it by: 20 kills: Clemson in Co-Op, you are in a DD, enemy bots hone in on you. Clemson has the guns to beat down any DD you meet and you have the torp quantity to quickly rack up some kills, and the speed to stay ahead of the pack. Co-Op games go by quickly to, allowing quick cycling. 7 wins: Again Co-Op, I used the Cleveland and Kongo, doesn't really matter what ship just need wins, I actually made myself a target for bots and let all the other players feast on the kills being as I didn't need them. Co-Op again cycles quickly, you get the wins done fast. 25k XP: T10 ships stacked with signals and camo and first win bonus, got it done in 2 or 3 matches can't remember exactly. 750k dmg: The operation this week is a good one, or again just playing high tier Randoms.
  25. Just to clarify a few points: Update 6.3 added the +5% dispersion to the Concealment module. http://wiki.wargaming.net/en/Ship:Update_0.6.3 Cruisers were compensated with an accuracy buff to effectively "cancel" out the debuff, Battleships were not compensated, so yes Battleship accuracy was targeted in that update (albeit a very minor debuff). Destroyers were also not compensated, but I assume that with their dispersion values this effect is probably a lot more imperceptible than it is for Battleships. Additionally: http://wiki.wargaming.net/en/Ship:Update_0.4.1 There was a knock-on effect according to the notes, but all ships received this, not just Battleships. I wouldn't be surprised if the Concealment module change "negates or even, negates then plus some" the slight accuracy boost that Battleships gained. Just providing the specific details.