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Found 13 results

  1. MaxMcKay

    Fire damage/HE spam

    A thought about the fire damage power creep that has become a serious issue. Given the amount of HE spammers and the effects it's having in game, due to the sheer amount of fires a ship can have, a BB for example can not escape from it's pursuers so will continuously be bombarded and made to burn down swiftly. For example 3 fires put out with 1 use of DC can immediately be relit without any problem at all. As well many of the new premium ships that have come out use this tactic almost exclusively.
  2. She is slow....but she is a small little thing...and she bites HARD. I am in love with HMS Surrey!
  3. It would be great to have another German BB line buff along the lines of fire resistance. German BBs are effective when up close but it's hard to push up with confidence when HE spam is setting you ablaze every 5 seconds. Or maybe this could open up the possibility of a German-exclusive consumable which makes you resistant to HE fire for a period of time. Thoughts?
  4. Title explains it all. I remember reading some post somewhere about IJN cruisers having rather high fire starting abilities yet I'm not sure if it is relevant anymore. I'd prefer to not use USN ships, idk why but the ships don't really do it for me. I'm also rather curious on how the German and Russian ships stand in this regard. Opinions and personal experiences are welcome and if you've done the math on this sort of thing even better. Thanks for taking the time to read over my question.
  5. I'm honestly getting genuinely sick of playing World of Warships because of just how insanity fire is at tier ten. If I put forth the time to get to tier ten my reward shouldn't be getting buried in HE. Fix your game, Wargaming.
  6. The fire mechanic in World of Warships has creeped in power steadily over the course of the game’s lifespan. In particular, it has made playing battleships, one of the primary draws of the game for some people, incredibly unhealthy. Fire, as it stands, deals percentage damage based upon health. Battleships, naturally, will have the most health in the game. This makes it so that when a battleship is lit on fire, with even one stack of fire, that stack of fire will deal approximately ten thousand damage before extinguishing. This is roughly equivalent to a full AP salvo from another battleship of the same tier. This much "free" damage is quite unhealthy for the game as it's lead HE being the primary shell fired by ships, even though those ships should be reasonably shooting AP. I will also note that fire ignition chances for some ships are, frankly, crazy high while other ships have pathetically low chances to start fires. On some ships, like Atlanta, the chance for fires to be ignited is so low that you can hammer someone for a solid 30 seconds and hit them with 100+ HE shells and set no fires. On other ships, like Conqueror, the fire chances are so high that they can miss 90% of their salvo but one shell will hit and cause a fire for a no-effort ten thousand damage unless the affected ship happens to have repair party on hand. Unfortunately, repair party is not an effective counter to fire. It will certainly save your bacon from 3 surprise fires, but the moment that repair party’s active period is over you can immediately be lit on fire again. Given that repair party’s active period is shorter than most ships reloads, it is entirely possible to take a hit and be lit on fire, extinguish the fire, and then be immediately set on fire by the same ship mere moments later. Additionally, fire mechanics have been heavily biased against carriers and battleships while cruisers and destroyers have had fire nerfed specifically for them. Carriers take 1.5x damage from fire and battleships take standard damage. Destoryers and cruisers, however, take only 0.5x damage from fire. This is in addition to destroyers having no citadel and taking virtually no damage from AP shells due to every AP shell constantly over-penetrating, while cruisers have multiple spots where ships can reliably overpen then for minimal damage if they’re shooting AP. Thus, I would like to propose several nerfs and a change to fire in order to standardize fire damage and make it not as cancerous to deal with. Firstly, I would like the %HP damage removed and all damage dealt to be dealt as flat damage instead. This would cause battleships to not take ten thousand plus damage from one stack of fire. From there, I would like fire duration to be cut in half for battleships. As it stands, Fire lasts for sixty seconds. Cutting this down to thirty (without also cramming down the ticks of damage and whatever else) would make fire much more manageable since it wouldn’t feel like you can spend most of the game on fire like you can now. Additionally, a nerf by 15 seconds for large cruisers would keep them in line with the rest of the fire changes. In addition, I would like for fire chances to be capped at about 40-50%. Maybe lower. Extra fire chance would simply be wasted. I really don't like that you can miss most of a salvo of HE and yet one lucky hit will start a fire immediately. I would also like to introduce a “scaling” fire system. As it stands, there are 3-4 fire slots on a ship, these would be shrunk down to one so that you are either on fire or not on fire. When a fire is lit with this system, it would start out as a “small” fire and burn for about ten seconds. Additional hits from HE shells on the same ship would cause the fire to increase in intensity from small, to medium, and finally large, represented with an additional fire icon like the current system has and additional flames on the ship. Each would add ten seconds to the flame duration and increase the total amount of damage the fire would cause. Fires would still be no longer than thirty seconds total, but a lucky hit would no longer ensure full fire damage. Finally, I would like it so that fire damage is standardized across ship types. No more 1.5x for carriers and no more 0.5x for destroyers and cruisers. With these changes, fire should be remarkably less powerful. However, this would probably also result in HE shells quickly being called “useless” by many players, and thus I have an additional proposal to change fire mechanics and HE shells that may make them more useful to the ships that should be shooting HE. The proposal to buff them is a “rattled” system where if a ship takes a large number of hits from large caliber HE shells (relative to the size of the ship) the ship has the potential for the “rattled” effect to occur. The “rattled” effect would be total control loss for approximately one or one and a half seconds. No steering, no speed changes, no firing, no aiming. Picture it like the crew got thrown to the ground and has to quickly get back up. This would push HE back towards being a more status-effect oriented shell rather than the insane damage it can currently cause and it would additionally help prevent from a ship with a tiny little pop gun that should reasonably do little to no damage to a ship being able to deal ten thousand plus damage by getting lucky with RNG and setting a fire. I will happily welcome all feedback or corrections should I be mistaken about something.
  7. Khabarovsk Guide by Rannith About Me: I usually play Russian destroyer with the occasional Russian cruiser game from time to time. I have over 350 pvp battles, I average 1160 XP per game, with a destruction ratio of 1.6, and average about 53k damage in my X Khab. I have built this ship and her commander in many different ways and I would like to share with you guys what is working for me and what is not. Intro: Let us first understand that every pvp match is different. It is impossible to build a ship for every scenario you face in game. At some point in a game, you may need to do something that is outside the strength of the ship. Like capturing nodes in a battleship. It doesn't happen often but does happen. With that said, this guide is help the Khabarovsk in many scenarios do what she is designed to do as a destroyer, as well as having the offensive capabilities that is needed. Role: Generally the role of this ship is no different than any other destroyer. Your job is to spot the enemy force, capture nodes, and provide support by lighting fires, and using torps. Obviously she cannot stealth torp with 6km range. So they will need to be used in ambush situations. Her guns on the other hand, are very good. The size of this destroyer is very large and does not have the agility of other destroyers. The speed is there but the agility is not. She is one of the fastest destroyers in the game boasting superior armor for her class. For these reasons, many people ignore that she is a destroyer and build her up like a cruiser. They ignore concealment and go straight for damage and tanking the enemy rain with rudder shift upgrades, survivability perks, repair modules, and so on. From now on, I will refer this in the future as "Speed Tanking". You want to be able to at least compete at capturing nodes. Not neglecting your main role as a destroyer. She is a triangle. Why NOT to use Speed Tank: There are many reason why not to use this role and I will list them here. 1.) It hurts the team as a whole : When you are speed tanking and constantly firing your guns, you are typically not doing this while capturing nodes. If you are doing this while capturing, you will be very close to the enemy team and be an easy target. Most Khabs that speed tank stay outside the nodes neglecting them all together until they feel like they want to move in. This puts the trailing cruisers and battleships in a state of limbo about what to do next. This is when you can expect someone to start complaining. I have had people tear me up in chat without me saying a word all because I did not cap a node. Most people don't care you have bad concealment, they will see you as a destroyer that is not doing their job. On a side note... because of all this, my Karma rating drastically goes up and down. 2.) RNG as a weapon: Yes, your main method of dealing damage "lighting fires" is a random chance(RNG). I have had games where I hit 300 times with HE and only set 4 fires. Combine this with the fact that people use damage control mods, captain skills, repair modules and even signals to counter fire. It can often become frustrating just dealing damage to cruisers and battleships and leaves you wanting more. Yes, you can have games with 120-150k damage as a speed tank, but you can also have these kind of games without sacrificing your role. 3.) Not tanky enough: Many people believe that this is the hardest ship to hit in the game. While this is true to a certain extent, this is not %100 accurate. Do not forget that this is a very large destroyer and the closer you get to the enemy, becomes vastly easier for them to hit you. I would say the golden range for tanking gunfire is 12.5-13.5Km. At this range, many people will not even target you, giving you time to do your thing. If you find a ship other than a destroyer inside this range, you will be taking massive damage. Speed tanking gives you no room for error. You are constantly lit up on the map. Your position is constantly uploaded to the enemy. Because, you should be firing your guns most of the time. Even within the golden range, this is a Tier X match and many people are very good at the game and aim very well. Don't be surprised if one salvo takes half of your HP from 13km. 4.) Needs Signals: Typically, speed tank gunboats have a constant need for signals like Sierra Mike, Juliet Charlie, India Delta, India X-Ray, Victor Lima and so on. Below I will show you how to build the Khab and not have a dire need for any of these. Onward: Building the Khab: Now that I have told you what I don't recommend, let me share my secrets =] Commander Skills: 18 total (points) - (1) Priority Target: Protecting your HP should be a huge priority. This skill lets you see how many ships are targeting you, giving you a leg up on what to do next. This can mean life and death. - (1) Preventative Maintenance: We talked about roles and jobs a little bit. Think of this skill as a -%30 chance of your job becoming incapacitated. So this is huge. - (2) Last Stand: Humans are not perfect. Crap happens. You need this skill. - (3) Demolition Expert: More fire % means more damage = more stars = more creds etc. Use this skill to enhance what the Khab is good at. - (3) Vigilance: In tier X fights, torps are everywhere. Don't let one lucky torp ruin your match. As a large destroyer, this is a no brainer. - (4) Advanced Firing Training: As a Khab you don't have great torps. But the guns are very good. Help your Demolition Expert and superior guns by getting this skill. - (4) Concealment Expert: The Khab has very bad concealment and any help in this category is greatly needed. Consumables and Upgrades: - Smoke Generator: Use to hide yourself and rain down shells on the enemy team while undetected. Used to capture nodes and provide cover for allies. Used to hide yourself in bad situations like getting out-numbered or bombed from aircraft. - Main Armament Modification 1: You do not want to waste repair unless you are flooding or on fire. This upgrade helps make that happen. - Propulsion Modification 1: Protect your amazing speed by having an ace in your pocket. - Aiming System Modification 1: Take this upgrade for the -7% dispersion to help your shells and torp ambush accuracy. - Steering Gear Modification 2: Helps agility and evade gunfire since we cannot take Steering Mod 3 - Concealment System Modification 1: Absolutely must have upgrade. There is no getting around this. We need more concealment and it is right here. The +5% dispersion is nice and welcome on all destroyers. - Main Battery Modification 3: This is a no brainer. She is a gunboat. Usage: As you can see, what we have here is a very sneaky Khab, that is still able to dish out the pain. Having good concealment is huge. Not only will it protect you from the enemy but it will allow you to "go dark" more efficiently when you decide to stop shooting. This can also mean life and death. She is now much more capable of capturing nodes but still should be used in a support style role, following other destroyers when the opportunity allows. The kind of enjoyment you will get when you melt other destroyers will be awesome. It will almost be paralleled by the excitement you get when you rain down fire on your enemy from 10km away in smoke. She is a very dangerous destroyer now and with better concealment goes pretty much wherever she wants, allowing for a more successful torp ambush. And best of all...your teammates will not flame you. I hope you have enjoyed my guide on this awesome little ship! Take care, thanks for reading!
  8. Commandant_Cousteau

    Let's talk about Dallas

    I got a Dallas 2 days ago after grinding a 10 points skill captain on the Omaha. I'm still getting used to the shell arc of the ship but there's something I'm missing. I'm posting screenshots of my last 4 games. I'm firing HE shells obviously, except when I get a broadsiding cruiser in my sight. So, in those 4 games, I landed 397 HE shells for a whooping 106K damage. That's 267 damage per shell on average and it's quite consistent between games. Now, the question is: is that normal? I took concealment expert as my 4 points skill, the reasoning being CE will help survivability and a floating ship should deal more damage than a sunk one. The obvious answer would be IFHE, but it that all there is? Is my aiming really off? Am I shooting the wrong targets? Another big differentiating factor between games is the fire damage. The range is astounding: 1725 to 34660, for 2 to 9 fires. Actual fire success goes from 2.4% to 8.3% My captain has demolition expert and I'm using the India X-Ray flag. Is RNGeesus to blame or can I make a difference?
  9. HOW would gameplay be effected if you were on fire and you did not fire your gun and you approached your concealment radius so that anyone outside your concealment would not see you BUT since your on fire you will still be detected due to your smoke plume ?? Lets say you are detected another 1/2 or 1 km more. When you extinguish your fire then you go back to normal concealment? Good idea or ?? Now when your on fire that would make your vulnerable but if the enemy was on fire...they would be in your sights longer !
  10. Chaos_EN2

    Fire, Fire, Fire - Work Related

    Well if has been a Fun Filled morning, just as I logged out of the Game; 0432AM EST. My Security Officer on duty calls me, and we have smoke filling up the two Lecture Rooms, so I tell him to pull the Fire Alarm and contact all the key contacts, and I would be on my way soon as I get in uniform. Get there at 0501AM, and take charge. Turns out one of the Roof Top AC Units have a belt locked up and was smoking. So after Maintenance cuts the power to it, I get the Pull Station and the Alarm System reset. Well how has everyone else Morning been going?
  11. Seriously WG needs to nerf chance of fire. Leave it on Dive Bombers but all other ships it needs to be reduced. When you have better results in a lone BB battle with no one else firing at either ship and HE spam dominates AP user, something is wrong. In this case I was chasing another BB and he was showing much more broadside than me and most shots for both were misses or non damage hits but his HE won easily over my AP due to his 5 fires set over maybe 3 minutes of one on one battle. We prob hit each other close to the same number of times but he set 5 fires on me after I had hit him with a few good AP volleys and had clear advantage in hit points. HE damage is fine, especially when a ship is angled like you're supposed to do but it is so frustrating getting burned to death in almost every battle I play at low levels up to tier 8, I have nothing higher. Multiple fires should be the exception, a fun bonus; not the rule. This is even more true when you take into account that cruisers and destroyers have WAY better accuracy at all ranges than battleships. Yes the potential for damage is higher but lets be honest, it's not really that often that battleships do significant damage when you take into account their horrible accuracy, RNG and smaller ships maneuvering. If you don't want to reduce chance of fire, than give BB the same accuracy cruisers get at the same distances. I'm not talking about max range accuracy. So many times I've shot at smaller ships moving in a straight line within 10km and they hit me with most of their shots while my BB hits with maybe 10 percent a lot of the time. Yes there is RNG and proper aim and I do miss often because I aimed bad or shot when they already started a turn or something but I'm referencing when they don't move and shots fall short or go long from fairly short ranges. Maybe I'm wrong but I feel a battle against a battleship vs a lone cruiser at shorter ranges should be kinda scary for cruisers. A battle where the better skilled player wins, not just who spams more HE because so many fires are guaranteed that you can run and maneuver like mad to not get hit and just occasionally fire HE and let your multiple fires burn em down while they continue to flee. I'm trying to like this game and I like battleship play but unless you have a game where RNG is your friend, you are at a huge disadvantage in any one on one battles with smaller ships. Nerf chance of fire or increase BB accuracy a little bit in mid to short ranges. Max range should be harder to hit, I have no complaints with that.
  12. Seriously WG needs to nerf chance of fire. Leave it on Dive Bombers but all other ships it needs to be reduced. When you have better results in a lone BB battle with no one else firing at either ship and HE spam dominates AP user, something is wrong. In this case I was chasing another BB and he was showing much more broadside than me and most shots for both were misses or non damage hits but his HE won easily over my AP due to his 5 fires set over maybe 3 minutes of one on one battle. We prob hit each other close to the same number of times but he set 5 fires on me after I had hit him with a few good AP volleys and had clear advantage in hit points. HE damage is fine, especially when a ship is angled like you're supposed to do but it is so frustrating getting burned to death in almost every battle I play at low levels up to tier 8, I have nothing higher. Multiple fires should be the exception, a fun bonus; not the rule. This is even more true when you take into account that cruisers and destroyers have WAY better accuracy at all ranges than battleships. Yes the potential for damage is higher but lets be honest, it's not really that often that battleships do significant damage when you take into account their horrible accuracy, RNG and smaller ships maneuvering. If you don't want to reduce chance of fire, than give BB the same accuracy cruisers get at the same distances. I'm not talking about max range accuracy. So many times I've shot at smaller ships moving in a straight line within 10km and they hit me with most of their shots while my BB hits with maybe 10 percent a lot of the time. Yes there is RNG and proper aim and I do miss often because I aimed bad or shot when they already started a turn or something but I'm referencing when they don't move and shots fall short or go long from fairly short ranges. Maybe I'm wrong but I feel a battle against a battleship vs a lone cruiser at shorter ranges should be kinda scary for cruisers. A battle where the better skilled player wins, not just who spams more HE because so many fires are guaranteed that you can run and maneuver like mad to not get hit and just occasionally fire HE and let your multiple fires burn em down while they continue to flee. I'm trying to like this game and I like battleship play but unless you have a game where RNG is your friend, you are at a huge disadvantage in any one on one battles with smaller ships. Nerf chance of fire or increase BB accuracy a little bit in mid to short ranges. Max range should be harder to hit, I have no complaints with that.
  13. The golden rule of ships with a repair party is to never ever repair a single fire (unless you're about to die from that one fire). Personally, I never repair a single fire in battleships unless I know that I'm going to die otherwise (although at that point, it's probably only a matter of time until I die). However, I do notice that sometimes, I just get constantly lit on fire only once (so I don't repair), and it occasionally causes me to die in situations where I might have otherwise managed to come out on top. For instance, a single fire might cause me to ultimately lose a bow-on fight with another battleship due to the health difference the fire caused. Is there ever a time when I should, apart from immediate threat of sinking, repair a single fire?
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