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Found 6 results

  1. As per na.wows-numbers.com, these were the Tier 10 DD stats on November 21, 2018, the day 0.7.11 was rolled out: The Tier 10 DD stats on December 3, 2018: Yueyang's cumulative WR decreased from 53.3% to 53.21%. This decrease happened because in these 12 days 8,461 players brought a Yueyang to battle and their WR during this period was only 50.01%. That's a decrease of 3.29%. If this new WR holds it means Yueyang captains will win 6.18% less battles than they used to. However, a 50% WR may be considered as perfectly balanced.
  2. ThePwnageMachine

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  3. So I got the Roon recently after the nerf and having a bit of trouble with it. All commentaries I found on youtube was before the nerf telling how it has great gun reload. Now with 10 sec reload I am very tempted to get the 6th equip for the buff in reload (to 9.7s ugh) but at a very heavy price in turret traverse. So I want to get the expert marksman instead of 10% reduction in damage control, but wasn't sure if it is worth it. I think the turret traverse is slow but haven't played other heavy cruisers to compare it to or if the ship needs it at all. Any suggestions?
  4. why!!!!!!!!!!!!!!? seriously he for black swan, cause that leads into the rest of the line how? so much for tier 1 ranked! Game Balance Changes For British Tier I cruiser Black Swan, the guns’ reload time has been increased from 3 to 4 seconds. AP shells have been replaced by HE shells: Initial shell velocity — 811 m/s; maximum damage — 750; chances of causing fire — 6%. Since the cruiser’s shells have typical British ricochet angles and a high firing rate, she has gained the reputation of being the best duel ship of her Tier. The changes are designed to reduce her effectiveness, making her less attractive for experienced players, but maintaining comfort for beginners.
  5. ObnoxiousPotato

    Should WG consider...

    Should WG consider the possibility that some of their customers feel, to various degrees, "cheated" when a ship is "nerfed" after they have purchased "premium camouflage" for the ship? Should WG consider doing something like: If a ship's capabilities are degraded in any manner and there are customers that have purchased (doubloons typically translate to "real money") items for those ships, WG should provide a means to compensate said customer if the customer requests such compensation. e.g., in case of the ALSACE, if premium camo was purchased for the ALSACE, then WG could refund the cost of the camo to the account, and the camo would be removed from the account. I think the above "suggestion" is fair. What do you all think?
  6. Hello all, When I started playing this game in earnest about two years ago I started with the RN cruiser line. I was attracted to this line partly for the smoke and historical value (loved the ROF too). RN cruisers even before the smoke nerf were probably the most unforgiving to new players. I got tired of being squishy, stopped at the Neptune and migrated to other lines that did not depend on smoke so heavily for survival. But while playing up to the Neptune over several months I began to notice how much more effective players became at countering my smoke. And it didn’t seem to matter much if I smoked in open water or behind an island. Standard smoke play for RN cruisers means you smoke up while undetected, deploy hydro and then fire on enemy ships and reap profits. Lately, even in my destroyers players are hitting my ship reliably in smoke while angled or moving back and forth. Combine that with the inevitable torpedoes players send to smoke, Hydro, RADAR, spotter plane and the smoke firing detection nerf and what exactly is the point anymore? Smoke has kind of become a liability. On DDs and CA/CLs that can take anything else in the smoke slot (TRB/RADAR) I take that instead. I have exhausted all mitigation efforts to not get hit in smoke. Smoke screens just don’t seem to matter most times. My theory is that smoke was nerfed right around the time the player base skill had become good enough to overcome the advantages of smoke anyway. Ranked season at T7 with the Belfast fiasco had taught everyone how to deal with smoke ships. Nerfing smoke when WG did only served to further weaken ships that depended on it for survival. Players that experienced Ranked that season came away with new tactics, techniques and procedures to successfully prosecute ships in smoke while players that did not participate were in for a rude surprise if they deployed smoke without factoring in lessons learned. At this point in the game veteran player retention seems to be at an all-time high so this knowledge has been retained. Combine those experiences with the natural progression of player skill at high tier and we start looking at the final nail in the coffin for smoke play. Even I can reliably hit ships in smoke now and I am an average player. I think the solution is that WG should look at evolving the smoke mechanic to reflect the new realities of player skill if they want it to be a useful consumable. Creeping smoke on the Haida and Cossack is a good start but a smoke refresh is overdue. The legendary smoke upgrade for the Minotaur hasn’t been deployed in battle in enough numbers yet for me to form an opinion on that. For clarification, I am not advocating we go back to the days where people could smoke right in front of you and farm you to death but I think we need a change. I know my experiences may be subjective but lately I have seen many players eschew smoke for anything else. Do you think smoke should evolve to match current player skill/meta? Do you think smoke was nerfed too much? Please let me know your observations. Thanks.
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