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Spartan036

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About Spartan036

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    Petty Officer
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    [SEAL]

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  1. Spartan036

    Littorio-class BB missed 4 secondary

    I know what you mean, but I think this gun is not just for that purpose, look at wiki description about this gun: QF 4.7-inch Mk I – IV naval gun - Wikipedia It could be used to fire star shells, but I don't think this is the only reason they are amounted. By the way this is 120mm gun, it is not small caliber at all, and it does has AP and HE shell exist for it.
  2. I owned Roma for a while, and I was quite confused why there are 2 guns like item just located on both side of deck, and they have no indication or explanation at all. I checked the Wikipedia and I know it not 100% right, but I still think when you guys developing this ship, these 4 secondary are missed: 4 × QF 4.7-inch Gun Mk I–IV (12 cm) star shell guns. I know developing team currently working on captain skills and I am not happy about it, but this is another problem, please fix it, ok?
  3. Spartan036

    PTS 0.10.0

    So, WG still decided to nerf the secondary build, right? I checked with the video those tester did, and I can see the significantly nerf for them. (Video: https://www.bilibili.com/video/BV17t4y1k7RE?p=4) I know it is a probability problem, but anyone can see the circle size from the shell distribution, the difference is huge, and plus other new skill, secondary build are wasted. I don't know how WG developer get the conclusion, which is some player prefer long-range engagement, but I need warning you, the closer to this path, the closer to this game dead. The real naval combat is boring, I hope you guys, Russians, understand that, that's why you guys add a lot magic in this game, and all players accept them, because game tend to bring us some fun experience! The player and developer are no zero-sum game! We should togther improve the game so player willing to spend their money and developer could gain benefit from here, right? if you guys never respect players idea, they will leave for sure. The good point is there is no competitor in warship gaming yet, but it doesn't player can accept all your behavior that harm them. Gamers tend to engage in long-range simply because that's the way maximize their benefit. I wish you know the gold rule in the game industry, which is "player are smart and they will use every small design issue to maximize their benefit and experience". I really want you guys go find a good data analyst for this game, and better he/she know what's going on of naval combat or this game, or have some idea that how game was designed, instead told you "people like play long-range ship, that's it!" Please know the reason behind the fact! Long-range combat ship can just keep the distance, and kill enemy in long range, if they heading to you, they use HE, if they decided to turn and leave, AP citadel. Even long-range ship not move, close-range ship have to get close enough first, and in this period, they already lost half HP, and their close-range advantage will be minimize, and not enough to engage a still healthy long-range ship. Therefore, currently close -range ship and long-range ship are not in a level at all. Maybe from WG view their strength are similar, but they are not! long-range ship can attack any enemy in their range, but close-range ship must get closer first, then engage enemy. If both side in similar level, close-range ship won't stand a chance, that's what we learn from history. US premium ships using their short CD repair group solved this problem barely, what about other ships? Now you added a new skill for battleships, the one that improve 10% distribution when no enemy in base concealment circle. You are encouraging battleship stay far away and no any penalty! Maybe in the future, no close-range ship will exist anymore, everyone will stay 15km away and shoot each other, and 20min will be not enough for a game, it is possible, and if that happened, we all screw up! Please, reconsider your normal and premium ship balance policy, the balance of close-range and long-range ship, the balance of surface-air combat, we all want this game stay alive, it is a good ship, and don't let your senior game designer destroy it. We all know the player number are decreasing.
  4. Spartan036

    How It Works: The Matchmaker

    I am pretty sure this "How it Works" missed some key components.
  5. Spartan036

    Developer Bulletin for Update 0.10.0

    After discuss with my friends, we noticed something interesting: American BBs will be the best branch for secondary build, especially premium line, they have unique secondary depression, and second slot can select secondary upgrade without trading main battery capability. Except that, USSR BBs may also fit secondary build, except the survivability, their secondary could also really powerful, especially trajectory, DPM and slightly improved depression. Amagi and Kill may also benefit from this, because their secondary have similar depression as US premium BBs, and Kill's 100mm secondary may show even stronger capability than Germans. We all know that secondary will target citadel, which means close range shooting 50% shell hit water, 20% hit main armor belt, 20% hit upper armor, and 10% hit superstructure. the closer the range, the less efficiency against larger ship. in long range this could be improved, because the trajectory became higher with distance increase, however after nerf the depression you can hit nothing. The CONCLUSION IS SECONDARY BUILD IS WASTED (ONLY US PREMIUM BB ANS SOME UNIQUE SHIPS SURVIVED). The branch that should have and only have best secondary actually has the almost worst secondary (1.5km longer but unable to hit, able to fire both left and right side but that means you will dead in 1 min), some other ship not famous as their secondary actually have higher efficient than those ships only has secondary capability (German main battery? forget them), WG call this BALANCE. By the way, we also agreed that WG set 120m for 19-21 captain xp is a relative worse option for now, and they will update later say "we heard from our community and decided to decrease this number to XX million cxp", so players will accept the change and just complain them. FUNNY, RIGHT? BUT IT IS POSSIBLE.
  6. Spartan036

    Update of commander skills: questions and answers

    After discuss with my friends, we noticed something interesting: American BBs will be the best branch for secondary build, especially premium line, they have unique secondary depression, and second slot can select secondary upgrade without trading main battery capability. Except that, USSR BBs may also fit secondary build, except the survivability, their secondary could also really powerful, especially trajectory, DPM and slightly improved depression. Amagi and Kill may also benefit from this, because their secondary have similar depression as US premium BBs, and Kill's 100mm secondary may show even stronger capability than Germans. We all know that secondary will target citadel, which means close range shooting 50% shell hit water, 20% hit main armor belt, 20% hit upper armor, and 10% hit superstructure. the closer the range, the less efficiency against larger ship. in long range this could be improved, because the trajectory became higher with distance increase, however after nerf the depression you can hit nothing. The CONCLUSION IS SECONDARY BUILD IS WASTED (ONLY US PREMIUM BB SURVIVED). Really, Russian bias, right? The branch that should have best secondary actually has the worst secondary (1.5km longer but unable to hit, able to fire both left and right side but that means you will dead in 1 min), some other ship not famous as their secondary actually have higher efficient than those only has secondary, WG call this BALANCE. FUNNY!
  7. Spartan036

    Update of commander skills: questions and answers

    So, for secondary system, slightly increase for current secondary branch and large buff for common branch, but also huge nerf for all ships depression!? Overall, it is a nerf for German and French line, right? i am interest in with worse depression, how many actual hit their secondary can have? i guess you guys don't encourage us play secondary build, please directly tell us, and stop fool us.
  8. Spartan036

    ST, changes to the commander skills system.

    I only have one important suggestion for this new skill tree: delete concealment skill, if this skill became too important for many ships, it should not exist anymore, turn it into the ship ability, or add an negative influence. I like the idea that many skill have negative effect, which make player think and balance what they need, and I believe most of skill need this, and it will help to make the captain skill more diversified. Also, please add more skill that encourage closer combat, long-range engage will make this game much boring, and we already saw it. because the machinic itself encourage player defensive, it is necessary to balance it from other point.
  9. the simplest way to avoid abuse is don't allow your enemy rating you, if it accept both positive and negative from your team, and only positive from enemy, it should be much better. I believe this system have huge potential, and we'd better keep it away from any real benefit.
  10. Spartan036

    ST, changes to the commander skills system.

    I kind not worry about the captain tier, but if the new skill 21 points is not as good as previous 19 points will be unacceptable. also, I do believe that remove those too welcomed skills is important, such as concealment expert, superintendent and etc. because these skills locked our points on them, and prevent us spend points on other skills. I recommend just remove them or bring them some negative effect, to prevent them too useful. I really like some skills that have both positive and negative effect, which makes them interesting and can customize our own style. Another thing I really worry is the secondary build skills nerf. I don't know how dev works on it and how much change it could do for current secondary ship, but nerf manual secondary that much accuracy will destroy this build, actually in battle, secondary isn't that useful, don't mentioned current environment not encourage it at all. Final hit for skill rebuild: If anyone of you guys know RA3 mod Remix, you may know that any commander points selected could have both passive and active function, it is too late consider it now, but it can be reference in the future.
  11. Spartan036

    Skill rework - the unread FAQ

    what i only want is give concealment skill some negative effect, currently it is so useful which makes most ships use it, and this potential locked 4 points. if ships could default has that 10% concealment, there could have more potential way to distribute points.
  12. Spartan036

    Pommern's Torp Tube HP Pool Question

    Yes, you are right, it is not surprising that the HP pool of torp tube has 4k base HP, and I did tried it in training room (Z52, Hind, Gne) However, have you ever notice a problem: how many times your torp tube destroyed by AP shells. I tried many times and cannot use AP destroy it in training, just cannot hit it, it looks like no module exist for AP. If I use HE that will be a totally different story, Z52 one round HE can indeed destroy it. base on that it is easy to know that torp tube HP pool is about 4k-6k, but why it is so easy to hit it for Pommern? I believe there is module design problem here, which causes it much easier to be hit and destroyed.
  13. I write this because I just had a interesting battle which makes me confusing about what is the HP pool that Pommern's torp tube has. in this PvE battle, in the first wave attack from a Minotaur, my left torp tube gone, and I am really sure I just catch 1-2 shells from Minotaur bot. the standard AP damage of Minotaur is 3200, so which means my Pommern's torp tube HP pool is less than 6400. I am sure I have modification and skill to prevent torp tube damage, which means the base HP pool of Pommern's torp tube base is about 4000 or less! so here is the question: Pommern's torp tube hp pool even cannot take 2 shells (maybe 1 shells) of Minotaur, Is this a hp pool bug? or it's just has such low hp pool and make it such easy to be destroyed? if it is how it design, is this a kind of balance? My coal and those who bought it for real money just cost resource for this!? 20200814_191533_PGSB509-Pommern_47_Sleeping_Giant HP_Pool_of_TorpTube.wowsreplay
  14. biggest problem is secondary guns will only shoot to armor belt with HE, which means half into water, 20-30% not pen, and rest cause damage. it wasn't like this many versions before, and secondary guns will aim deck at that time. WG said they do this because lazy, they don't want change the aim position for ships. so you can image why they give secondary to German ships not Russian ships , most useless skill. by the way, real secondary ship not need skill at all, Mass and Zeppelin not need skill input at all, but still useful. I already not pay for Odin next version. I don't need such stupid close secondary combat ship. WG doesn't care player out side Russian server at all, and they only care them, the game base still in Russia, so Russian ship stronger or have higher potential capability. Those develop team will not saw such things at all I guess, they have no idea they are destroying the game experience after British BB lunched.
  15. I am both CV and other ships player, I have to say that for some ships, CV is deadly, no matter in old version or current version. even CV lost planes when attacking, but other ships just lost HP, and for those who got cit by AP bomber, those HP just gone. We need a way to prevent air attack, just like USN CA use island to block enemy vision, cloud is same thing, planes still can hit them, but no vision until dive to surface, and it's not just good for ships, but also helps airplane to survive for some condition, because the ship without planes, they cannot see above cloud if no friendly aircraft spot.
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