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Found 14 results

  1. 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?
  2. wdarkk

    IFHE is SO Good

    So on the test server I tried out the new Inertial Fuse for High Explosive shell skill. What it does is decreases the fire chance of your HE shells by 3 in exchange for 30% more penetration. The Budyonny, Shchors, and Chapayev all have 152mm HE shells. An HE shell has penetration equal to 1/6 its diameter (with some exceptions that aren't Russian cruisers and will be ignored). 1/6 of 152 is 25.3333etc. Multiplying that by 130%, we get 32.9333etc. That's higher than the 32mm that covers the extremities of most ships. This means that when you face a North Carolina, or for that matter a Yamato, you can get HE pens on the exterior plating.
  3. I just realized today I finished the KGV grind and I have had some thoughts on her as a whole. First off she is soft, fast firing CLs were just striping HP off of me, I thought the USN Standards were bad at times, but for whatever reason the Colorado seems to be able to shrug this off while the KGV just bleeds to death by a thousand cuts. Oh and I found NCs, Alabamas and Massachusetts guns and reliably citadel me outside of 12km, their derpy slow shells seem to find my citadel regardless of angle. I've come to fear them, but when I'm in my own NC it makes me feel good. Second thing, I've never been focused fired as much as I do in this ship, players hate this ship. Playing this and going to other ships, I feel like I'm being ignored in the other ships. Its really frustrating but I've been able to kite enemies away because they want me dead Third, her AP in punishing to everything! I prefer it against cruisers and destroyers especially because they are less likely to overpen. That said when BBs give me a broadside under 12km I aim a little high and watch the glorious 10-20k HP hits, sure it isn't a citadel but I've never had a BB take some much consistent damage when firing into the upper works of another ship, mostly thanks to her "trash" AP. I ran AP 60-75% of the time, HE isn't bad but isn't nearly as good at hurting the enemy Fourth, Her AA is trash, OMG is it trash. The Nagato has more usable AA than this ship. Wouldn't you know, I take the Lyon out and no CV, I take my AA spec Colorado out, No CV, Scharhorst and still no CV. Then we get the KGV, I swear I never seen as many CV battles at T7 as I have with this ship, strangely though I think most CV captains think this ship has good AA because they will bypass me, most at least. I've had some matches where I was harassed constantly because they knew I couldn't stop them Fifth, this was a good ship for honing my BBs skills. I used to use all AP all the time, now I switch up my shells more often (still mostly AP). I'm more aware of targets of opportunity because he AP is so devastating in the right situations. I've also gotten better at kiting, playing my rudder and throttle to maximize enemy misses while dragging them from the battlefield The Monarch feels like a nice upgrade already even though I've only put in 1 battle so far, her stock range is bad but her excellent concealment negates that. Her guns feel more punchy but she still feels just has soft skinned though. I didn't think I was going to enjoy the KGV because HE spam but if you only HE spam you leave so much on the table, I had fun because she was a challenging ship when you try to play her strengths, its just a shame she has some a low skill floor
  4. The rubric is to use HE on destroyers so not to over-penetrate their thin skin. After watching my own HE fire not do much damage to other destroyers, I began wondering if the overpen argument holds true when you're only shooting smaller 127 mm guns. Just starting to look at my stats on HE vs AP damage - no results as yet. Does anyone have any experience based knowledge on the matter?
  5. Started a game, fired on an opponent's Farragut in Nelson , multiple hits with absolutely no damaging effect , two salvos, roughly around the 3-5 minutes mark of the replay (17-15) WoWS_report.wgc 20181109_223459_PBSB517-Nelson_19_OC_prey.wowsreplay
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. ObnoxiousPotato

    How to get the Wiki updated?

    Another topic touched upon this "issue", but wanted to see how one actually goes about getting the Wiki updated (i.e., I just don't think anyone can 'edit' it... correct?) The specific changes I would like to see are: CHANGE #1: The page "http://wiki.wargaming.net/en/Ship:Ammo" contains: Example Using our two previous examples and multiplying the penetration by 1.3: Mogami: 25.83 * 1.3 = 33.58 = 34mm Admiral Hipper: 50.75 * 1.3 = 65.975 = 66mm which appears to be inconsistent with the information given on wiki.wargaming.net/en/Ship:Gunnery_%26_Armor_Penetration" in that it is is applying the 1.3 IFHE multiplier before rounding the result of dividing the shell caliber by 4 or 6. Suggest removing the example and simply refer the reader to the 'Armor Penetration' page. CHANGE #2: The 'HE Penetration' section on "http://wiki.wargaming.net/en/Ship:Gunnery_%26_Armor_Penetration" contains the sentence "Round to the nearest integer, with X.5 usually rounding down (contrary to common convention), though even this is not consistent.". I would like to see the ambiguity eliminated. i.e., Is x.5 rounded down or not? Perhaps not x.500000001, but certainly x.49999999. CHANGE #3: Expand upon the 'HE Penetration' section to include the recent IJN HE penetration change. Thanks!
  12. LadyJess

    Buff Minotaur

    WG fixed the Moskova, So why not buff the Minotuar as well. Give her HE shells Double her armor as well.
  13. B0ATYMCB04TFAC3

    HE SPAMMING RUINING BB PLAY

    Is it just me or has the new round of cruisers from the split made BB play more unbearable? People have been complaint for months and months about Battleships that sit in the way back and snipe. Yet what other option is there? I fear this issue is only going to become more profound once the spilt is completed with 7.7. All you ever see now is cruisers, camped out behind islands (where they can’t be shot) and spamming people constantly with fire. Something needs to desperately be done about this soon or the game is eventually going to become world of cruisers because no one will want to play DD with all the cruisers around with radar, no one will want to play BB Because of the fire issue, no one will play CV because of the AA from all the cruisers. Either the fire chance needs to be reduced or the amount of damage done by the fire needs to be drastically reduced. Let’s just ignore the fact for a minute that no modern (ww1- current) warship has ever been destroyed by fire. Really messed up yes, but never destroyed. But honestly, let’s not kid ourselves here. 250 HP per second per fire is a little excessive. And I know what you’ll say, don’t use you’re repair party for one fire, yeah... I know that. I only use it for 2 or more and that’s only if I’m below %50 percent health. Quick example is last night while play, a kutzov fires a salvo, sets 2 fires, okay I’m low on health (20 percent or so) so use the repair. As soon as the RP enters cool down he fires another salvo instantly sets 2 fires again. British BB don’t even set that many fires and they carry a 45-50 percent chance vs the standard cruiser 8-12 percent. When I can take my Cleveland out (trust me when I say I absolutely suck at using cruisers) and can do 95k damage something is wrong but the hilariouty of that is I set 12 fires in the maybe 12 minutes I was alive off of roughly 115-120 hits. So again, it might be time to consider that the fire damage and or chance is in desperate need of a nerf or warships risks losing all dedicated BB players.
  14. DemarticusStone

    British Battleship HE

    I know I'm going to catch flak for this, but at this point, I really don't care. British Battleships absolutely, 100% need to have their HE fire chance nerfed to the dirt, they promote a type of gameplay that ruins the game all together, anyone, and I mean ANYONE could do good in a British Battleship, spamming High Explosive. This video is more than enough proof that they NEED to be nerfed.
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