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About lloyd1701

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  1. If it had been 100 of all 5 specials I'd have pulled the trigger on this, as it is though I'll probably wait to see what the Santa crates bring.
  2. The initial stats look weak, but then so did the Henry IV's and that ship turned out very good in the end. The only really off putting thing to me is the AX turret arrangement which means losing 100% of your fore / aft firepower in one fell swoop as well as quads being much bigger targets. The vulnerability of the front turret of the KGV was frustrating...
  3. That the 'basic stuff' in WG's crates are tied to the price you'd pay for those items in the shop or for doubloons (and that plenty of people have paid for) with the chance to get things that are much more valuable doesn't make it 'not gambling' so much as it makes WG look a lot better than EA, Valve and etc. who put out crates that are lottery scratch off tickets i.e. worthless unless you get very lucky and they aren't and all the while pushing you to either keep gambling because you're winning or because you're tilted... Those are the kind of crates that trigger crackdowns. With WG X-mas and Halloween crates it's as you said, you pay $50 and get at least $50 worth of 'stuff' which means even if you're completely without luck, you now have a $50 pile of very useful flags and 1x camos that will take you a good amount of time to burn through... and if you're lucky you get premium ships / permanent camos and such and still have a $30-$40 pile of very useful flags and 1x camos. WG crates are inherently self limited because of the piles of consumables you get in addition to any bigger prizes as well as none of those bigger prizes being anything remotely close to ridiculousness like TF2 unusual hats.
  4. Honestly the previews and teasers for the Pan Asian line have brought my opinion of them up substantially. Deepwater torpedoes are utter death to BB's and CA's and opens up the brand new tactic of DD teamwork in being able to saturate the water with torpedoes without worrying about positioning regarding any PA DD's torps. Most of the line are good gunboats and not having torps means the player has to focus on shooting the enemy DD rather than getting distracted with torpedoes that probably miss (or all hit the bow / stern that is already damage saturated) and thus losing the brawl.
  5. higher tier economy ....

    World of Warships being on the Free 2 Play model means they put their 'paywall' gate on higher tier content, T10 has a 180k base cost per game (as you can see in your credits and xp screen), T9 is 120k and T8 is 75k with credit scaling per tier not remotely catching up. Compare that to T7 at 42k, T6 at 23k, T5 at 11.5k, T4 at 5k, T3 at 3k, T2 at 2k and T1 being free. First thing you can do is join a clan that has the appropriate shipyard building, this will save you a fixed 18k silver per T10 game. Also, premium consumables, especially at this level, can make you more in credits than they cost, especially relative to being 180k in the red from the moment you click 'Battle.' If you're not going to spend money on the game, you won't make much of a credit income on T10 games even with consistently good play and as others have said you'll have to grind credits at lower tiers to pay for the privilege of T10 games, if you are willing or able to spend money, though, the cheapest / best ways to break even to profit are as follows. 1. Flags: Reduce your repair bill is $1.99 and gets you 100 -10% off the base cost flags, which comes out to $6.53 / 1200 doubloons worth of silver over 100 games, 'It's Just A Flesh Would' is one of the easier achievements to farm, and will allow you to extend that $1.99 by a good margin. 100 +20% Credits flags are $3.99 but variable based on your gameplay so if you go that route you should throw those flags on your best performing ships. For 4 cents you would have turned an 11k profit that game. For the long game, 100 +300% Free XP flags is $3.99 and will net you a heck of a lot of free XP to put towards the Missouri (which really is all that and a bag of chips when it comes to grinding out credits). 2. Premium Time: 1 day is $1.49 and multiplies the credits earned by 1.5x, as you can see that would have resulted in you making 62k credits rather than losing 23k. Just as with +20% credit flags it is variable based on your gameplay, though so it won't save you from a game where you got 'fun and engaged' or deleted by a Hakuryu / Midway before firing a shot. 3.The T10 permaflage is $23.56 in doubloons and has both -50% to the base cost and +20% credits, so you both limit your downside and increase your upside. With the permaflage you would have turned a 101k profit that game. Drawback is, of course, that the camo is ship specific and is what it is aesthetically (without modding the game).
  6. Are the USN BBs THAT bad?

    My experience, much of it is 'invalid' since I started the game in June of 2016 and a lot has changed since then, most notably protected MM and all the ship lines introduced. The pre T8 slowness forces you to play a more deliberate game and I appreciated that. South Carolina: Ground it with the Kawachii pre KM BB's and non protected MM and found it pretty fun, but it has been powercreeped into oblivion and I've gotten worse results in recent games trying to take it out for a spin for nostalgia's sake than I did as a newbie. Wyoming: Not fun at all against New Mexes and Fusos. Sold when the grind was done and haven't played it since. New York: Had fun back when T5 and 6 were the MM sweet spot. Sure if you picked the wrong flank you were screwed but back when the Kongo was your only competition your tankiness meant you could deconstruct them if their speed got them in trouble. Haven't played it for a long time though and while the Kongo's speed has kept that ship relevant the New York is just a punching bag nowadays as well as being MM screwed. Texas: The prevalence of low tier carriers keeps Texas relevant. New Mexico: 12 gauge loaded with buckshot, a great ca and dd killer. Unfortunately T6 is screwed by MM and that highlights the New Mex's relative weakness fighting against other bb's. Arizona: 12 gauge loaded with slugs, is even weaker vs bb's but is the best ca and dd killer tier for tier in the game. MM screwed like the New Mex unfortunately. Colorado: A lot has changed since I ground through what I considered the 'brawlerado,' the Scharnhorst and Gneisenau laugh at that and the MM shift to higher and higher tiers means you'll be stuck with T9 maps where you'll be going nowhere fast with the many games won or lost without your input. North Carolina: Much of the reason you've ground up this line, the NC's main battery is the best in the game tier for tier if/once you get used to the floaty shell arcs and since a bb's main battery is its bread and butter that makes the NC an awesome ship. Alabama: Gives up some main battery awesomeness for much better stats in most other areas. Haven't played it so I'm not gonna say if that balances it out. Iowa: Ground through it before they lowered the citadel. It was painful. Sold it when I got the Missouri. Missouri: An Iowa with radar instead of a plane and Midas shells. The radar is infinitely more useful than the plane and being able to take advantage of tech tree / module sales even starting from 100k credits just by grinding this ship for a few hours is so satisfying. Montana: I held off buying until after they lowered the citadel and I gotta say it's the most fun of the three T10 bb's I have (working my way up to the Conqueror).
  7. I very much doubt they'll ever offer the regular permaflages for sale. The most I think they'll do are event permaflages (like the current Halloween camos) that might one day include T10's in its lineup.
  8. Yes, they'll be dismounted so you can put them on your next set of rentals (or not).
  9. I felt like throwing up

    Since the entire clan's rank is affected by individuals and teams winning / losing, the Stalingrad flag should be given to the entire clan once the first clan member attains it in that clan (subject to a minimum number of CW battles and/or time spent with and in the clan prevent freeloading and clan skipping issues) with maybe all the other rewards either remaining personal or split such that they earn some easily divided fraction of the highest clan member's rewards outright and then have to earn the rest based on their own play. So basically the competitive clans who want first place in Typhoon League 1 get to compete against each other for the bragging rights while the clans that don't want to / are unable to spend the effort can have their A-team(s) reach the pinnacle and then allow their B-team(s) to compete and probably fall down a league or two. While there are still obvious issues, making it so the clan's best players can carry the entire clan to the ultimate prize and not just an ultimate rank that only they can compete in would ameliorate the OP's issue to a large extent without having to radically rework the system.
  10. From 115 containers (110 bought + 5 star) on the first day All 11 Permaflages of course 92,500 doubloons: 15k from the first 55, 7.5k from the scenario, 70k from the second 55 200k Free XP 3 million credits (all from the second run) 360 Halloween + '16 camos 75 Blue Lagoon 165 Storm Wind 675 India Delta flags 600 India X-Ray 225 Sierra Mike
  11. While the rewards just aren't there to keep me grinding the new scenario over and over again like last year, I must say I REALLY enjoyed the dozen times I did play it and give WG 5 stars for making it so fun and thematic!
  12. Credits at Tier X?

    If you're not willing to spend any money on the game, the break even point is generally T7-T8 unless you are a unicum. This game went off of damage dealt to you to a flat service fee over a year ago so it will always cost you at least: 180k credits to play T10 :: 120k for T9 :: 75k for T8 :: 42k for T7 :: 23k for T6 :: 11.5k for T5 :: 5k for T4 :: 3k for T3 :: 2k for T2 :: T1 is free no matter if you received 100% damage and thus sank or played a CV and didn't scratch the paint. Also adding to the cost is ammunition, which is a much larger proportion of the costs at lower tier than higher but there is no gold ammo so it really isn't an issue at any tier. Far more expensive at lower tiers and some imo necessary at higher tiers are premium consumables at 22.5k credits a pop. T6 is my break point between when I feel I can get away with the standard DCP as vs the premium and DCP is the most important consumable for all ships. The most this will cost you right now is 90k for four consumables (DCP, Repair Party and two others usually AA Defensive Fire/Hydroacoustic Search and Radar/Catapult Plane). You can also spend 8/12/22.5k on a one game use camouflage that will grant you the same in game bonuses to detection/dispersion/both as permanent and most premium camos. All this means that in the end for, say, a Des Moines fully decked out the cost is 292.5k credits even if you go AFK and the credits scaling in game doesn't hardly compensate for that. Aside from the DCP, though, an argument can be made at running any other consumable as standard rather than premium (YMMV of course) so for that Des Moines running only premium DCP you're looking at a high, but much more attainable 225k base cost. You can also forego the 22.5k camo for the 12k one that just gives a bonus to dispersion, imo and save some credits there. Joining a clan that has a dock for your classes of high tier ships reduces the service cost by 10%. Finally, participating in the Public Test Server can give you flags and Premium time (as well as the in game economy not mattering a whit there). But as others have said, Warships is not Tanks and it is possible to make T10 not only break even, but be very profitable credits wise if you're willing to spend some money on the game. Premium time comes with that 1.5x multiplier on all the credits you earn and is the biggest way to getting to 'break even' as a worse than average / unlucky player. The flags you get from sinking an enemy after you're sunk reduce the service fee by 10% and you can buy 100 of them in the shop for $1.99. First blood flags that give a 20% credit boost are $3.99 for 100 in the shop. Finally, if you really like a certain T10 ship you can spend 5k ($20 worth at the best exchange rate) of doubloons to get a permanent camouflage for it that reduces the service fee by 50% (90k... and if you have the flag and are in a clan with a dock you're down to 54k... at a T10 credit scale) AND boosts your credits earned by 20%.
  13. Lessons from Warplanes

    1. What needs to be fixed in the MM isn't so much +1/-1 but the common problem of games where you can be the sole bottom tier with half (or more!) of each team being +2 top tier. Now I definitely don't want to go the WoT 'formula' route (which is its own sort of broken), but honestly I'd rather wait a few seconds as a T5/6/8 and be put into a more balanced match. 2. I like missions / crates the way they are to a large extent (aside from the co-op missions being once per account rather than resetting with each rotation). 3. The WoWS devs have gotten a lot better wrt communication and I like the direction they are improving in.
  14. Musashi unveiled

    Really wish the Musashi was a T10 with something like maybe the October Rev's fast but finite DCP concept or the Hood's DFAA (Justified by the 18.1" flak shells that didn't historically work any more than the Hoods rockets) or the Yamato's old heal or even something new to make it stand apart from her sister, but not to try to nerf her down a tier where she won't be fun to play as due to the slow reload RNG and not fun to play against for the bottom tiers when she does hit.
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