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Found 5 results

  1. Here is my video for my 20 Santa's Mega Gifts opening. I got 4 ships, and 3 were back to back. That gives about a 25% drop rate for ships in the mega containers. Good luck all, enjoy the video, may your bilge pumps be merry, and your HE bright.
  2. Optimal Settings for Best FPS?

    Hello! I just upgraded to a 1440p, 144 hrtz monitor and now my average 30 - 50 fps is now bugging me. What is your recommended settings to help me boost FPS without out making the game look like a potato? PC Specs FX8350 GTX960 FTW 16 GIG DDR3 Thanks for your input!
  3. First, let me credit the lad who did the math for me: http://forum.worldofwarships.eu/index.php?/topic/73124-public-test-update-31012017/page__st__20__pid__1619748#entry1619748 ^If you have an EU account, give this guy an upvote. This post is more-or-less a repost to spread awareness on this otherwise mundane-looking change to flooding. If you somehow can't access EU forums, here's his entire post below: TL;DR, this is the important part of the post to pay attention to: What the above means is... As a tier 10 ship, you are taking 51.06% more damage per tick from flooding. The reduction in flooding time wasn't a buff, as maximum damage was adjusted independently of the length of flooding (otherwise the PT EU notes wouldn't explicitly state "maximum HP lost" seperately from the duration c). This is unlike the flags or captain skills which reduce flood and/or fire duration, which does affect the maximum damage received per flood and/or fire. (like "Basics of Survivibility" captain skill which reduces both duration and maximum damage taken by 15%) -For example, if flooding time was reduced to 5 seconds per flood, you would have your HP crashing down at a rate of 8-10% per second. There was a post that reinforces my fears made by TheSugeKnight on the same thread where his Kurfurst took 53985 damage from a single flooding within the cooldown period of a DCP. That's over half of his HP gone in under 80 seconds of flood time. For ships that have 3 torpedo launchers/single fire torpedoes or any form of flood-chaining capability (this includes IJN CVs + Saipan 2/2/0), that means catching someone on a damage control cooldown after they repair the first flooding guarantees 40-50% of their HP wiped off (depending on tier). I'd appreciate if I can reach a dev to see if this change was intentional, or if it was a typo on the PT patchnotes, because this change would mean flooding would exceed the rate-of-damage of 2 fires and approach the rate of three fires. It is very much an indirect buff to high volume (Shimakaze, Shiratsuyu) and fast-torpedo reload destroyers (Kamikaze, high tier German DDs) come to mind. Sub_Octavian, ya there?
  4. Doubloon Exchange Rate

    Here is a google docs that I made about anything and everything with Doubloons. Currently it is a work in progress, but I wanted to get it out sooner to help you buy the right amount for this Amazon Special. https://docs.google.com/spreadsheets/d/13HcZqgs5Q5w-uhm7tWV2rA92801lvJwGUnWRiIhkCl8/edit?usp=sharing Happy Shopping!
  5. In this link I posed the question to the developers regarding rate of fire per tier level, which KGB replied with "We are planning to use close to historical digits." Now, many here are expecting to grind to and end-tier battleship of our choosing. Personally, with the IJN and USN trees being offered during testing, I am not too concerned with lower tiers. However, when you consider the ramifications to what Wargaming.net has indicated, one may need only review WWI and WWII data to see how the higher tiers will be limited in their ability to deliver its ordnance. Ordnance is something that everyone in any game should be concerned with, that which is the tip of the sword, that spells disaster for those drawing fire. For this discussion, we'll start with what many consider to be an end-tier gun, the 16 inch. Consider for the moment that the Montana will sport 12 x 16 inch main guns, with each gun firing every 30 seconds. Considering one match is 20 minutes, that equates to 40 possible firings-per gun. This translates into a maximum ordnance delivered of 480 rounds. Sounds like a lot? Let's consider that each gun will be loading at the beginning of the game, and the warship plots a route. Let's assume that aerial scouts are airborne and also plotting a patrol route. The mean time between start and contact could be counted in seconds, maybe even minutes, depending on how effective forward screens make initial contact. For the sake of this discussion, 2 minutes have passed. Aerial scouts make contact with forward enemy groups, destroyers, cruisers, and aircraft aloft. Battle groups in the rear take up tracks on these spots, and begin firing. However, fast moving destroyers and cruisers are essentially stripping the sky of your scouts, perhaps giving the 16" batteries a minute, maybe two, to engage. Now we're 4 minutes into the engagement. Surface contacts begin to light up, lower tiers are engaging, cruisers are dumping torpedoes, and more aerial aircraft are entering the fray. Now, the mix is so coagulated that battle groups are pouring 16" ordnance into what is essentially the bane of surface battles, battleships frantically targeting anything worthy of a shelling. It's now 7 to 8 minutes into the match, and both sides have yet to effectively detect, let alone fire on opposing battleship groups. Sure, an occasional scout gets through, and in the few seconds that carrier or battleship is spotted, a river of AA flows into the sky, disseminating that scout element. Rear ships dispatch 16" ordnance to the other support group, until the fog of war returns. 10 minute mark comes and goes. Battleships are no closer to engaging enemy opponent battleships, remaining in the rear to support forward scouting operations, focusing on sightings, damaging targets of opportunity, and combating the occasional scout. Depending on many factors, from communications, coordination, team work, and the ability to focus fire, one team pulls ahead in assets, pushing through forward line. The lesser carrier group, turns, steaming to the edge of the map, while surviving battle groups begin to screen its retreat. Its 15 minutes into the match. One begins to appreciate the value of marksmanship, insofar as the 16 inch gun, since at this point in the battle, maybe 30 rounds have been fired-per gun--a total of 360 rounds. Of course, this assumes the captain firing has his finger firmly pushed down on the firing mechanism when each round is ready. That will not be the case, so this ordnance down range will be less, and since accuracy over range diminishes, less than that will find a target. We have some confidence in knowing that shell travel will be x3 to x4 normal travel time, and give captains some idea of how they fair at long range engagements. Even so, this will not impact reloading times, and every battle group will have to maximize coordinate fire to increase attrition at the target point (MPI). With all this talk of time and rate of fire, how will this equate to player enjoyment once they reach this lofty status of piloting a Tier X battleship that will effectively sit in the rear of virtually every match. Sounds like fun? We'll find out soon enough. Let's compare notes and look at the data supplied, ships, tiers, and the associated rate of fire, effective ranges, and so forth. I'm interested in seeing what all this looks like and how this creates awareness among those that will eventually pilot these ships.
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