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Everything posted by CompanionCav

  1. Now that you've said it, I remembered they do have the console version of warships being developed. No wonder they expended so much dev hours and resources for rework; player feedback be damned, it was a foregone conclusion.
  2. The reason CV skillgap impacted outcome so much was that not because "RTS didn't work" but because mistakes were punished disproportionately. Limited hangar + fighter lock that one can't back away (strafing out to escape rarely works if opponent knows how to chasestrafe) + immense strafing damage meant 2-3 mistakes led to deplaning. But instead of tweaking the actual problems (there is a fuckton) and fixing the horribad UI response for god's sakes, Devs chose to butcher the entire class into a pretty WW2 themed airshow that exists purely to please surface ship players with fireworks coupled with some token damage. And this is going to stay because WG can afford to lose dedicated CV mains and majority of playerbase actually wants to remove CV entirely or otherwise incapacitate the class to a degree that it will cause absolutely minimal or nonexistent impact to their surface ship combat.
  3. A rant on Conqueror design decisions: In retrospect, Conqueror has gone through extreme changes to arrive at current hideous state. When I first started this thread, Conqueror had Fuso level of Christmas tree concealment and 419mm triple wasn't even hinted at. 457mm twin was nothing special but it seemed decent and accurate enough to work. In the whole, the initial package - Huge potential HP, weak peripheral armor, absolutely horrible concealment, fast speed, and radar - provided in theory two very distinct playstyles that a player has to alternate between as the match progresses. First is medium range attrition fighter that fights in medium ranges and then retreats to long range to cut spotting and heal. Second is frontline "island dweller" utilizing shell arcs and radar. Player skill would lie in deciding what style to use and how to transition between the distinct styles smoothly. But then, radar (albeit understandably) had to go - maybe because of public outcry, maybe the theory didn't quite work out in practice. This is fine, finding what works is what tests are for. However, for the next design choice, WG went ahead and mixed all the choice strengths of T10 cruisers - good concealment, high firechance both per salvo and per minute, tough citadel in close combat situation, enhanced ricochet angle, quick fuse, superheal - into a BB when the community is fearing BB powercreep into other class's territories. The fact that WG was even willing to sacrifice relevance of the would-be signature gun, the 457mm, to do this, is very mind boggling. This also runs counter to WG's supposed policy of not giving two very different main batteries to ships after they regretted their Mogami gun decision.
  4. Plus 32 deg to fire full broadside 40% burn chance 1.8 sigma This thing is totally balanced.
  5. Devs might have overcompensated for the weakness in toughness they chose to give - weak peripheral armor and low HP pool are more than made up for with great concealment (Good Lord, why? DEVS VULT?), Superheal, and excellent guns. As it currently stands, T9 and T10 are quintessential battlecruisers. T7 and T8 are not far behind. Those who enjoyed the chain of ships from Kongo to Amagi will love Conqueror more than Yamato.
  6. 38mm deck and armored freeboard have "troll" written all over them.
  7. I like that the upgrades are actually becoming useful, but if the radar upgrade becomes common enough it will be an annoying nerf to DDs. Donskoi radar duration jumps from 20 sec to 28 sec, and Moskva gets 25 sec -> 35 sec radar duration, which is on par with Baltimore or Missouri. And Des Moines radar will last for a whopping 56 second. Edit: deleted Chappy and Belfast reference. Hopefully the upgrades will remain tier restricted.
  8. The sortie rate (combination of servicing time and airplane speed) difference is what bugs me the most, even more so than difference in strike potentials. It's as if the devs put absolutely zero attempt at researching how air wars were fought and what factors influenced the outcomes. They tried to alleviate the situation somewhat by increasing USN fighter loiter times (ammo), which was not enough. Only thing it achieved was making Saipan even stronger because it already had good sortie rates.
  9. In words of Farazelleth (during stream) : "unless you're a masochist, go IJN."
  10. *Based solely on current test build armor stats from GM3D 1. six-incher IFHE vulnerability RN BBs T7~10 are uniformly "painted" in 32mm armor value. Nelson is something of an exception b/c it has 25mm bow and stern common to T7. Currently, only T8+ BBs draped in such a way in 32mm are Amagi and Izumo (which is why they take unholy damages consistently from Kutuzov et al.). All other BBs in T8~T10 range have at least some part of their hull armored in plates thicker than 32mm and thus comparatively more resistant to IFHE showers. i.e. NC has 37mm deck, Yamato has a mix of 50mm and 57mm areas, etc. 2. Citadel issues Nelson's citadel sits over waterline; we all know how horrible this is. Citadel spans from the front barbette to just short of aftcastle. T8~T10 thankfully has citadels submerged somewhat deep under the waterline. However, citadel roof for the machinery spaces is only 19mm, prone to overmatching. I suspect these BBs being extra vulnerable to USN arcing shells. I'm looking forward to further tweaks to the line before release.
  11. Assuming good players playing each team's CV, Saipan will shut down Kaga and win the damage race. Kaga player will have a rude realization that he has little to no initiative against a good Saipan when he sees Saipan fighters flying faster than empty Kaga DBs.
  12. That is WG forcing ship diversity because PVE missions/raids/etc are bound to have optimal setups and folks get pissed when their team includes "newbs" not bringing optimal setups with them.
  13. Good for you if WoT experiences helped you. I had a hard time adjusting to relative clumsiness and higher inertia of ship movements, as well as everything being a mini artillery meaning that mere LOS block does not make that quadrant safe from enemy fires. I guess I still struggle judging safety of positions time to time.
  14. If your shells penetrated the outer layer of spaced armor scheme but failed to penetrate the inner wall (citadel armor), then it will do zero damage. System will show you normal penetration hit ribbons for these zero damage hits. If your shells scored overpens, then the shells most likely hit above the spaced armor portion or hit the bow/stern. Duca main belt is only 70mm thick. Citadel armor behind it is 40mm under turrets and 35mm elsewhere. Octavian hinted at more buffs to come for Yorck and above. They really should implement those buffs - something actually useful - before waving Eugen sales advertisement in front of the crowd again. But as I said before somewhere else, benefits of 27mm bow will be felt in the far future when enough 15 incher European BBs saturate the matchmaker.
  15. It seems Duca has spaced citadel armor for the full length of its citadel. Can anyone confirm citadel hits from RN cruisers?
  16. I remember that in-game Hood uses values for a worn-out barrel (lower velocity) and different AP shell than the one used by Warspite, resulting in a bit lower pen power. I think with bad pen and excellent ricochet angle, it might be better to forgo citadel shots and just aim for freeboards on certain hard targets.
  17. Armor-wise, Furutaka and Aoba has 76mm citadel armor + 13mm torp bulge, while Budyonny is better armored with 115mm citadel armor that sits a little bit lower than Aoba. Omaha also has 76mm citadel armor that extends quite bit above waterline but citadel is very short lengthwise and does not even extend under the bridge even. So I thought at first that your observation is based on citadel size rather than armor itself. But then, you were getting citadels from a Cleveland that has notoriously small citadel... maybe the shells lose quite some pen over time?
  18. Thanks for the info and source, I stand corrected. This means that for Hood's 381mm AP to properly fuse, it needs the target armor to have 63.5mm of LOS thickness at minimum. Targets with 19mm platings (T8/9 DDs) trigger the fuse at about 17 degrees from centerline. Targets with 25mm platings (common to various heavy cruisers and T7 BB) at about 23 degrees from centerline. For DDs, at such an angle they become vulnerable to normal pens from all manner of BB AP anyway because shells can travel lengthwise. However, Hood can deal normal pen more frequently because the shells can now hit relatively closer to target DD's bow or stern and not overpen. Same story with cruisers. But I think the effect will be more felt because cruisers often angle at about 20~30 deg between their salvos.
  19. The question is if the game calculate the armor plate LOS thickness at impact for fusing purposes even when the shell "ignores" the armor due to overmatching. My understanding so far was that shells have hardcap on travel time post-penetration regardless of fuse setting and that this is the main reason whenever DDs suffer normal pen from BB shells; penetrating shells travel lengthwise and shells' hardcap lifetime runs out before exiting the ship, resulting in normal pen.
  20. Leak is bit confusing on DF part. As I understand it, DF panic effect and AA DPS bonus will be applied only to the 1.5km range rocket thing. In return, DF lasts 60 seconds and the rockets get 25x DPS. Ricochet angle has been buffed and fuse delay has been shortened, which fits right with popular view that "battlecruisers are meant to be extra strong against cruisers and bit weak against proper BB peers." (not necessarily true in game context but whatever) Words are that shortened fuse delay won't make the ship any stronger against DDs because shells need to hit thicker armor than DD armors in order to arm properly.
  21. I'd argue that a skill becomes a necessity when have-nots are at such a disadvantage against haves. i.e. Kutuzov is strong without IFHE. But IFHE raised its damage output to such levels that the skill became de facto necessity for the ship.
  22. Eugen (and Hipper) will feel rather tanky when enough European 15 incher BBs are added to saturate the MM - Vanguard, Littorio, Richelieu, etc. But until then, it must watch in envy as its turd friend Mogami finally pay off her AFT firestarter sins and got buffed twice (IFHE, then recent turret traverse) to finally become a decent cruiser.
  23. Fully upgraded Clemson has 6-gun broadside of 102mm guns that reload at 7 seconds. DPM is about 25k~26k. (normal HE hits) Nicholas A hull has 5-gun broadside of 127mm guns that reload at 6.5 seconds. DPM is about 27k. Note that this has same alpha strike as Clemson due to its guns being larger. Nicholas B hull has 4-gun broadside of 127mm guns that reload at 4 seconds. DPM is 36k. Reload speed (and thus DPM) can be buffed through captain skills Adrenaline Rush and Basic Fire Training. All things being equal, Nicholas should not have slower reload speed than Clemson.
  24. Forum opinions might change a bit when Flamu (who seems to have a respectable number of followers) issues his opinions via youtube. From what I hear from his streams, he thinks that the ship is in his own words "solid, but difficult." He also thinks that the ship is "very tanky when angled." IMO his observations match well with disclosed ship statistics for the Hood. It is tanky when angled because in addition to its hefty HP, its side hull is filled with armor values immune to AP overmatching and also because good turret angles allow the user to comfortably stay at a sharp angle. It is also resistant against HE, even against IFHE of all relevant cruiser guns because it has 51mm deck armor. It is somewhat difficult to use, because relatively thin side armor forces the user to keep enemies in as narrow cone as possible but bad agility and bad turret traverse hinder user efforts to keep things that way.
  25. I mean, German BBs rarely eat citadels even at 10~15km band while broadsiding Amagi et al can expect multiple citadels at such ranges. Just wanted to remind difference in degree of protection. Not all turtles are born equal. Anyway, I'm glad to see that Hood has good turret angles to make up for its rather weak armor. Hood needs 32 degrees from centerline to present full broadside salvo - this is almost as good as Kongo and Sharnhorst that only need 30 deg angle. Most battleships hover around 35 deg, including Hood's most similar contemporary Nagato.
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