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  1. So, after 5400 ∼ games played I realized long ago this game is not about having fun but for WG to make money selling (yeah I have premium) a faulty-crashing game that does not only affect the player suffering it, but the entire team having to pay for that AFG player till is able to be back only and lucky if he was not under fire at the moment. I would not even remark anymore the huge and unintelligible decision of mixing Carriers with cannon-armed ships, or the gross mistakes about historical things or the clownish camos(after all, this game is an arcade one, but it intends in a great degree, to submerge us into a naval battle) that breaks away the fun of knowledgeable people. Instead rewarding those knowing how to aim, how does it make sense just to spam HC, getting only one hit and still making plenty of dmg due to a fire fantasy that gets people(from what I suffer and see about other players) frustrated in this game. Frustrated=boring game= people stopping playing it. Please do not get lazy and work that out. It does not seem fair to have laser accuracy spit from 15 Kms while your replies just straddle the CL or BB or gets magic bounces...and even the enemy sets you on fire 2 or 3 times.... Do have into account that not always teamplay exist here( someone could say: "you dont have to go alone",etc) and you have to remember that as well, while adding characteristics to this game and its ships. Im sick of seeing BBs spitting HC only. Make fires less damaging, far less. Or make HC shells screwing the aim, detection range, etc. Or make BBs with a limited number of HC shells in their magazines. WOTs at least years ago was quite fair in that, you had to really aim at the engine chamber of the tank or transmission and really be lucky to set enemies afire. Now that is a game and a fair one! Another thing I would like to recommend: Considering the great amount of mediocre players just bow-facing camping, sniping from behind the whole game, how about taking into account some physics. A shell penetrating upfront would pass through more structure and therefore should cause more damage . I think that would be enough to deter those adding boredom to this game. Even another thing is how OP US BBs are, having the chance to create more dmg with them than with germans. Never bouncing shells(funny, US and German shells were the ones with great chances at penetrating even at 60 degrees) and great dmg vs awful dispersion. But that is in progress and so far is confirming my theory, having the chance to make 35% more dmg with US BBs than other ones. My 2 cents....out of plenty of bucks spent in you WG. Get to work please. Sebastian.
  2. 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?
  3. 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.
  4. 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.
  5. With the prevalence of cruisers, fires and radars follow. Fire at its current state is very much uninteractive and has little value outside annoying the hell out of the target and pads damage for the shooter. To increase fire's interactive value and make the mechanic more friendly towards "team work". Fire should apply certain debuffs to different types of ships. 1. Ongoing fire should interfere with aiming accuracy on cruisers: While fire is burning on a cruiser, cruiser's main battery and AA efficiency should decrease. Main battery should suffer +% to dispersion, while AA should have a reduction on dps. The increase in dispersion will strongly encourage burning cruisers to fire on easier targets, such as a BB or a stationary ship. This change will allow ships even in the back line to have a way of helping forward DDs, by setting spotted cruisers on fire. With the prevalence of radar and more and more cruisers in MM, the debuff will increase DD's survivability as well as encourage a more aggressive meta. Decreasing AA damage output by ongoing fire also makes CV's lives easier in higher tier, and judging by the direct WG's taking CV remake this change is probably required. Any ship can set other ships on fire, so even a small DD can help CVs by shooting at an AA cruiser. 2. Radar should be a hittable module Radar needs a counter, there's no better counter than making the radar dish hittable thus allowing skilled players to counter radar users with good shot placements. Radar should never be completely destroyed, rather with enough damage hitting the module radar should cease function till repair is conducted. Radar may be damaged to a state to reduce its functional range permanently in that match. This change will raise the skill ceiling of pretty much all ships. A DD that's aggressive can, with great skill, target the specific module (just like how DDs and cruisers can choose to target torpedo tubes on their target in close quarter fighting). Team mates can also help their radared ships by destroying the radar user's module. As a whole, this change will strongly encourage team orientated plays, rein in the power of too many radars, and make the game more interactive over all.
  6. 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?
  7. Hey all, I've been working my way through the American BBs and I'm currently on the New Mexico. In general, I love it-as long as I sit between 10-16NM from the enemy fleet, take advantage of the pretty solid turning abilities of the class, and avoid DDs like the plague, I do pretty well for myself, especially given my skill level (I'm definitely never going to be posting YouTube how-to guides, but I'm also usually not bottom of the barrel either). However, this all changes when I get caught out by enemy cruisers with high DPS and a strong inclination to lob HE all over the place. I do try to stay with at least a few other ships (preferably at least one cruiser, one other BB, and whatever DDs there are that haven't gotten lit TF up yet), but when either my help all goes down, I get abandoned by the (much faster) fleet, or I over-extend myself, what's the best way to fend off high-DPS cruisers trying to Tommy-Gun me with HE?
  8. HE Fires

    I know this has been said before but I'm gonna say it again anyways... Every HE round that hits your ship shouldn't set your ship on fire! It doesn't matter what ship I play as, cruiser or battleship, after putting out a fire, the very next salvo sets the ship on fire again. I've been playing this game for a couple of years now and its really frustrating to get blown up from fires as the result of getting constantly hit by HE rounds. If the mechanics of the HE shell isn't going to be changed, I would hope that WG would maybe either drop the chance of fire % down for HE rounds, decrease the time it takes to put out a fire without the repair function, lessen the amount of HP decreased per sec by fire or give us another way to combat the fires from HE rounds. Of course its not going to make me stop playing the game because of this but I really think that WG needs to do something about this.
  9. Sometimes I Have To Wonder...

    ...If the AI gets some sort of RNG bonus when it comes to things like lighting fires. While I'm running Ultimate Frontier for the scenarios-based mission, I engage in a firefight with an enemy Farragut in my Myokou. His first two salvos set three fires, so I repair. Seconds after damage control party ends, he sets another four fires. At that point, even the repair base couldn't repair fast enough, and I die having been thoroughly screwed by RNG. Meanwhile, I repeatedly get 8-HE-pen-salvos on a Wyoming and set a grand total of 1 fire. To me, it seems the Whisky destroyers are especially bad: just about every other salvo sets about two fires, and you're pretty much dead if two of them focus you down.
  10. Suggestion

    Everybody agrees BBs keep bluelining and not pushing. Now I don't think it's torpedoes that are the reason, because while a plot of players will legitimately straight-line and eat torpedo soup and then complain, many others understand the magical ways of WASD. The real problem in my book is fires. Because BBs are large, lack agility, and have poor concealment they become instant focus targets for fire. That's okay, fire's a mechanic like any other. BBs have 120 second cooldowns on their damage control. Cruisers have 90. Destroyers have 60. BBs have the longest cooldown. That's cool too. But the fire lasts 60 seconds for BBs, which is double the others. So you get more fires, they last longer, and you can't address them all. It's become a routine for me to go into battle, play the objective, get HE spammed into four fires or to pop a damage control for flooding, and then whaddyaknow, 4 more fires I can't do anything about. The only way to offset the severe vulnerability of fire damage is to blueline. Setting fires is easy. Super easy when specc'd. I'm not saying we need to set less, but that we need to more easily deal with fires.
  11. Never fire AP. the Izumo forces you to snipe and at long range its AP loses tons of effectiveness. Always fire HE.
  12. KGV - Burning Down the Enemy Team

    So I had this kind of a game tonight. I think KGV is a pretty damn well strong BB when used correctly. My team realized that I needed help as I pushed against 6 enemy ships on the west side of the map by the "A" cap. Pushed them back and burned them to the waterline as they ran from me. I wonder if this is a really annoying gimmick or actually historically accurate (for British BBs)?
  13. Is it true that if your ship is on fire or is flooding that you can stop your ship or come to a halt so that the fire and flooding damage will also be slowed? It only makes sense, and I would like a confirmation to this if this is a fact in the game.
  14. So, I got 200k+ again on a win finally! And it was a doozy! Other results in spoiler: So, I did 124k in fire, a double Witherer. Hehehehe. I really have to give credit to @RivertheRoyal for forcing out the damagecons of the enemy so I could light them on fire again. (She's gonna kill me for that, she was so mad I was getting all the fire damage.) Here is the replay: https://replayswows.com/replay/8187#stats In all seriousness, it was very satisfying to finally get a 200k+ game and win. It is the first time it has happened, and it will not be the last. Fair winds and following seas captains!
  15. What to you all think about using your fire extinguishing equipment to put out a fire on an Ally's ship? This would encourage team work.
  16. https://www.facebook.com/pg/wowsdevblog/posts/?ref=page_internal Fire time is down to 30 s on Supertest except for Graf Spee. Wonder if this is because of the backlash behind the Brit BBs. ONLY FOR DDs and CRUISERS
  17. After playing/grinding the new UK BB line for a couples of weeks, I have to say that the ships at mid tier (Orion and Iron Duke) seem to be very good. So good that I'm somewhat concerned that they might get rebalanced... Not that they have no flaws or are all around OP, but their ability to spit out consistent damage against a wide range of enemies and in a variety of situations seem to be unparalleled. The high explosive shells the British BBs have are in many ways superior than both the HE and AP shells BBs of other nations fire. In terms of damage done per hit, the British HE seems to be far more potent than any other nation's HE, they consistently roll high. Doing well over 10k hp in a single salvo is quite common. In terms of fires started, my Orion and Iron Duke can usually start an averaging 1 or 2 fires per salvo. So it's easy to keep an enemy burning non stop in a duel, and if multiple British BBs focus fire and work together, they can easily render the entire enemy team on fire or quickly annihilate any single enemy unit with multiple fires... In terms of module damage, the 13.5 inch HE shells on my Orion and Iron Duke can easily and permanently knock out modules such as AA guns and torpedo launchers. The propulsion and rudder of enemy DDs and CAs are very vulnerable to damage by my HE shells also. Before the British BBs came around, it wasn't all that common to see an enemy sailing in a circle and out of control or stopped dead in the water, but now it happens often. Apparently these HE shells are so good that I've been able to citadel light cruisers (Omaha, Konigsberg, Kuma, Phoenix...) with them, a couples of magazine detonations also resulted from these HE shells, and there were a couples of incidents in which enemy DDs were sunk when hit with a single salvo of HE shells. Overall it's been amazing, particularly considering my captain for the ships aren't all that good and they lack both the demolition expert skill and the IFHE skill. Traditionally, BBs rely on the high damage potential of AP penetrations, especially citadel penetrations to accumulate damage. But I think in practice, typical AP rounds ironically lack the versatility and consistency that British HE shells have. Angling and bow tanking can frustrate the damage potential of AP rounds and AP rounds seem to only exhibit their full potential when hitting a broadside enemy. When one is forced to shoot a lightly armored enemy like a DD or some CVs, AP usually overpen and do minimal damage... Ironically this situation can be remedied with not just British HE rounds' versatility, but it seems that the AP rounds on British battleships also perform better and more consistently than typical AP rounds in many situations. Due to their shorter/quicker fuses (and maybe lower penetration value?) they seem to result in more normal penetrations that would've been overpens otherwise. I've heard that British AP rounds said to not be able to produce as many citadel penetrations as the AP shells of other nations. But in practice this hasn't been the case for me. If anything alternating between shooting HE and AP salvos can lead to devastating results. In the 4th replay of my video. I soloed an enemy Konig (German tier 5) in my Iron Duke. I lost a quarter of my health in the end and the enemy ended up sunk, despite using his heals. In the end I did 60k worth of damage. I feel sorry for him cause my angling neutralized the damage potential of his AP rounds, while his HE rounds seem anemic in terms of both alpha strike and fire potential. At the same time my HE rounds ruined him despite his angling. It seems that the relative weaknesses of the British BBs (Orion and Iron Duke) include: their relatively poor AA, relatively vulnerability to torpedo hits, secondary guns that don't seem to do whole a lot, and slow main turret rotation speed. (you're in trouble if something with torpedos get in too close.) So have I just been getting lucky in my British BBs or they're actually really as good as I think they're? I'm actually about to reach the Queen Elizabeth at tier 6, I hope the line is as good as I hope it is. Feel free to respond to the poll, watch the video, subscribe, and share your thoughts.
  18. In this game the larger the HE shell the higher the chance for a fire, which is the current meta of the game. My idea is to have different types of fires, large (like we have now), medium, and small. It just makes sense that a small 5" shell would make a much smaller fire than a 16" shell. A small fire started by a 5" gun would do less burn damage over time, but if not put out by a damage control party it can grow into a larger fire. Lets say a small fire after burning for 20 seconds would turn into a medium fire, and then into a large fire after another 15 seconds. Medium caliber guns would start medium fires while large caliber guns found on battleships would start large fires. Of course multiple hits that start fires in the area where there is already a small or medium fire would advance the fire size and promote more burn damage. There should also be a much higher fire chance when hitting an area with HE currently on fire(maybe 20% on top of the shells base chance to start a fire) versus the current percentage of a normal HE hit that just starts a fire. For this to happed the graphics for ship fires would have to be modified to reflect the fire sizes of small, medium, and large so players would know where to aim their HE shells against a target. Of course this would be a slight nerf to ships with small guns like destroyers, and some cruisers, but would also nerf the battleship's secondary guns. The question is "Would this new fire mechanic prove to be balanced"? It will definitely change the way destroyers play as they will have to develop more skill to farm fire damage. It will also force battleship players to more wisely manage their damage control consumable. Discuss....
  19. First, I gave someone, I don't recall whom, grief over complaining about task 4 of the RN BB mission a couple of days ago. To that person, I apologize, because you were 100% correct. It's absurdly hard to pull it off, even in co-op. I've been trying all day, the best I've managed is the 30k, while finishing 4th, once by 1 measly point, twice. I've finished 3rd or higher a number of times, but without the required fire damage. All this with an abundance of BB's most of the time to fire at. The sheer number of players trying to do this task, abetted by RNG not letting me start the fires in the first place, is making the task all but undoable. More, teams are barely pulling off wins in co-op, because we're getting smashed by bots firing AP at us, while we're tasked with firing HE in return. I get it, the RN BB's have great HE. Wonderful. Smashing. I would respectfully suggest that this mission, like many, wasn't well thought out by WG, though I'm sure they'll inform us, as usual, that they considered it long and hard. In addition, today has proven to me that the constant BB main whining about fires is absurd. Fires simply aren't started as much as you seem to think they are. I had a group earlier, in KM and USN BB's with a 34% fire chance or higher, unable to keep a bot BB burning, in spite of its poor use of its DC. It's far harder to get fires going and stacked than you guys wanting pristine ships appear to think. RNG is a harsh taskmaster. Granted, that is one ship, in one battle, but it was 5 BB's doing the HE firing at it, and we couldn't keep it lit. Your fire arguments simply aren't valid, in my opinion. WG, a better way to do this mission would have been to separate the two things, get the damage, and THEN finish third or higher in a round. As it stands now, it's a no holds barred, every man for his or her self, "oh wait we have to cap something?!", "why is everyone sinking when the bots aren't?!"craziness that's causing the game to be exactly zero fun. When things are zero fun, we stop playing. WG, you appear to still not have learned this. The chat in my matches today has been fairly toxic, almost all of it aimed at the mission. That's not good, this level of frustration shouldn't be present. My two cents, I'm sure there will be disagreement. Tis the spice of life, and all that. Peace out folks.
  20. Hey everyone. I finished the Yamato grind a few weeks back. I have been playing Yamato every day, and some Enterprise from time to time. I have two primary questions. Forgive me for adding a new topic just for these two questions but I did feel like I would like some fresh Yamato brain food. So, Concealment. Is there an amount of time that concealment requires to be effective? I watched several Yamato recommendation youtube play videos and reviews and they all seem to recommend that I go for max concealment on the Yamato. Now. If I were to max out my concealment on the Yamato I am sure I would be a bit of a heavier asset to my team. However, to use the concealment modification instead of the acquisition and spotting modification I feel like I am losing my mid to long range buff. I designed my Yamato to be a mid to long range terror, mostly mid range I suppose between 8-15 KM since my shells nearly 1 volley kill everything at that range. Now with concealment captain skill I am losing my fire risk reduction (at least until I get quite a few more captains points). Fires do burn the Yamato down quite a bit, however I suppose the concealment is rather important for the Yamato in that with a high concealment the Yamato does not require the same amount of friendly team support. In urpeacekeeper's Yamato video/review he states the Yamato is best played with a sum of friendly support ships nearby. My other question about the Yamato is the rate of fire / traverse speed modification. So. The modification for increased turret traverse raises the loading time. Now as I have seen there is no other means of increasing the turret traverse. (I have the traverse captain skill). The loading time increases with the traverse speed increase. I have seen that the traverse speed, without the modification is so slow that I am infinitely crippled without the + turret traverse modification. So I must sacrifice my reloading time to increase the traverse. I find that with the +traverse speed modifications I am able to deal massive damage to enemy ship after enemy ship, even rotating targets with my rear turret. Without the +traverse modification I find that with the reload time being very short I can deal massive damage to one ship at a time, however much of the time that ship gets concealment buffed or "despotted" and I am left with nothing to fire at and a long wait time to endure to traverse and switch targets. So I believe that the Yamato, to be effective mid to long range, must have an average 25 second reload time and a fully buffed turret traverse in order to require the least amount of friendly ship support and be a more stand alone BB. Any other idea's/suggestions?
  21. World of Warships on Fire Isnt it nice to here how DDS and CAs brag how they can set u on fire with one shot and even 1 shell Why not make the following changes.. A single shell cannot initiate a fire. 3 or more shells from the same salvo hit will initiate a fire. The more shells that hit from the same salvo the more likelihood of a fire. Its absolutely annoying to put a fire out and then watch a single blind shell hit your deck and start a fire. Fire duration is way to long. Reduce fire duration to 30 seconds. In place of the usual 45 second fire add reduce gunnery accuracy for those 30 seconds since the smoke could obstruct the view from the range finder and please don't give any [edited] about regaining all your HP from a fire..that is simply NOT true! Finally we need incoming shell sound effects
  22. Operations are interesting to say the least. little better payout than CO-OP not as good as PVP wich is a nice balance IMO, the battles are fun with some interesting odds tossed in the mix number and tier of ships can create some oh crapmoments. I was however unaware that each round fired by the A.I. ships was simply a glob of ignited napalm. I have NEVER EVER EVER....EVER been set on fire MORE in my ENTIRE experience in WOWs from beta to now than during the first week i have played in Operations. The operations run in a binary mode. You are A) in smoke B) On fire I have broken it down to a simple formula if you find yourself out of smoke, Distance traveled/length of your ship = number of times you will be set on fire in a match, with one stipulation, The last round to hit you before you get behind cover or go into smoke has a 100% chance of setting you on fire for HE rounds and 25% if you get hit by an AP round. The amazing accuracy the AI have at Extreme ranges inst terrible until you realize that all it is goiing to take is 4 rounds from that Yubari that is Aceing you at 12.5km, 2 before the extinguisher that start the first 3 fires, and the 2 after that start two more fires, To take half your tier 6 cruisers health not to mention his six buddies. currently the only saving grace is that they can only start 3 to 4 fires at a time.
  23. I wanna get serious with yall for a second * takes off sunglasses* Why am I no longer able to remove these stupid arp ships from my shipyard? 1. they are ugly. 2. they are taking up too much space 3. I cant sell them. 4. I dont want them. 5. they are eye cancer, 6. filtering them is still annoying, I WANT THEM GONE. why is it that you used to only be able to see them with the asian port, and now they are infesting all of our regular ports. Im fuming.
  24. I read something about Team Fire members getting an achievement and a special camouflage. Just curious, what do they look like? Any screenies? Thanks.
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