SasaPinjic

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Posts posted by SasaPinjic


  1. I mosty use Kirishima yes,because tank ship is alwais needed in wof , and not many players in Kido has such, so i had to use it and teammates with less tanky ships use sniper types, but i wellcome any oportunity to use J44 whenever somone who do have  good Tank ship is in team.

    And yes, German battleships are mostly very weak,but thats trait of their ships:  good range, bad battleships,strong Fighters on CV, great SS and great  CA. Every nation suck in something and it is good in other areas, thats how game is designed.

    -1

  2. Few facts first, then check if something match your situation:

    While upgrading, steel mill and fuel rafinery do not produce anything until upgrade is finished.

    Steel depot and  fuel depot have maximum capacity at each level, so if they are already full,you cannot transfer resurces from steel mill/fuel rafinery to them,and those resurces refuse to transfer and they stay in steelmill/fuel rafinery,upgrade depots more to be able to store more.

    Example on images below: at lv12, my steel depot is at full capacity,  3.5 M steel deposited , so i cannot transfer any produced steel to it, so steel mill will keep producing and store steel until its is full as well, up to 100k capacity at lv12,then since it cant store anymore, it will not produce anything until you spend some steel.

    Basicly, steel mill now just trow all that exces steel in to ocean, since it cant store it anywere.

    Screenshot-2023-01-14-14-11-15.png

     

     

    Screenshot-2023-01-14-14-11-25.png

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  3. As a proud owner of J44, i can assure you J44 is no weak and it needs no patching, you just have to use it in right way.

    It is not tank/evasive battleship to hold battle line like ships like Conqueror, Queen Victoria, or  Kirishima,Arizona,UP38,  P21 , it belons more in Sniper role,to suport those ships types,since it has great range but it is not as tough or evasive as them.

    With right suport teammate, i very rearly loose battle when i am in J44.

    -2

  4. Simple control is just that, simple, it limits what you can do for easier game start and learning.  Turn it off  shortly after tutorial and never turned  it on again.

    You can do same to free camera option.

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  5. No, Manual aiming and  firing   is still in game, hold weapon icon you wish to switch to manual  for secund or two, and you will hear  clicking sound, that confim you changed mod from auto/manual, hold again to chabge back.

    Be aware, that mesage show up sometimes (not alwais) : manual or auto on/off.

    Alternativly, you can switch to manual or auto in  game options to.

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  6. This is very usefoul data, and all is preaty much clear, except few things  that wuld require clarification:

    Acording to this data, FCS upgrades give accuracy bonus for all weapons, AND they also increase range of torpedos, correct?

    What exactly is range Lo/Hi in torpedos stats?

    Also , i noticed in secondary  guns data, it dont say which gun is aaw  and which is not.

     

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  7.  

    Italain C tiers CL like Duca have 3700 x 5 x 4 or 5 tubes lauchers ,thats is not low damage potential, they are just spreaded in arc , for higher chance to hit something, closer you aproach to target,more risky it is ,but higher damage.

    Torpedo from planes work diferently ,they mostly all hit  in one place, and they mostly hit all or miss all,and it also depends on skill of CV players,how well he  deploy planes before he command them to attack.

    B tiers torpedo planes (Italian) are not significly stronger than CL torpedos, they have 5000 default attack per plane (7000 when you upgrade them), so maximum total damage they  can do is 5000 x 20 torpedo planes, thats total damage of 100.000 ,with upgraded planes 7000 x 20 = 140.000 dmg , while A and S tiers Italian CV have   9200 x 20 = 184.000 , versus duca 3700 x 5 x 4 ,total damage 74.000 ,while some ships have much better options:

    Bogatyr C 3700 x 4 x 8 = 118.400 dmg.

    Saint Bon A 3600 x 5 x 8 = 144.000 dmg,

    Kitakami C 3600 x 5 x 10 = 180.000 dmg.

    And dont forget, most of ships have only less than 40 secunds of reload time for torpedos, while planes need to get ready , take off, fly to target,  fly back,then gwt ready again ,which take at lest 2 or 3 times longer.

    Torpedos from planes  and  ones from ships are balanced fine already, they just need to be set and used right, best example is A Storione CV,when set with full armour and full FCS, CV is near unsikable  vs subs and ,single spread from one of its 6 build-in torpedos lauchers can criple even S tier sub when it dares to attack it.

    Also, it make sense that torpedos from planes are stronger,ships torpedos need to travel a long time before they  reach target, so significent part of space in torpedo must be used for propolsion and fuel needs, while torpedos from planes dont need longer range, so that makes more room in them to place more explosive.

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  8. On 14/04/2022 at 4:13 PM, CandidaAlbicans said:

    Hi, The FCS "bonus to critical hit" add damage to a critical hit or add chance of doing a critical hit?

     

    FCS add damage that critical hit will do,it dont increase chance to score  critical, other factors decide that, like attack ship  and target ship crew veteran status, more the diference in veteran status, higher  hance to hit/evade critical hit.

    FCS bonus counts on guns,aaw,anti sub weapons and planes of carriers.

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  9. This is  just mobile game, many of implementations suggested here wuld seriusly increase lag on screen, IF can be implemented at all.

    Examples:

    Small fire on every plane, with just 4 Carriers in battle ,thats arund 70 planes, if half of them damaged, thats 35 smokes/fires on each, big stress on game and server.

    Same with this:we should see the anti aircraft machine gun firing at the enemy planes(small shells firing into the air).

    And this: can you please make the shell design more "round" rather than flying lines?

    As for shell spread and good counter vs faster ships, we already have that, ships with fast reload guns and chainfire trick are great against them.

    DD,CL and SS(surfaced) will take passive damage when they got too close to BB,CA and CV(should be short range) - then DO take damage when enemy ship have secondaries, and many have, except ships that have anti sub weapons instead.

     planes can reposition itself to be more effective(especially torpedo bombers) - skillfull CV player already knows how to reposition torpedo bombers  before they attack.

     

     New Maps is great idea.

    No objections to other not quoted ideas, they are fine.

     

     

     

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  10. Interesting ideas, but i think it wuld brake game to much.

    Examlle,i take my mastered S tier Project 24 (70k HP) ,and mount on it :

    -Improved Ship Survivability

    +25% ship HP

    -10% ship speed

    -Overarmored

    -25% shot damage reduction 

    -10% speed reduction

    +10% added ship HP

    -25% crit chance

    -Improved Engine

    +10% increase in overheat speed

    +10% increase in speed

    +10% increase in ship HP 

    And captain damage control and resuction skill

    4 star

    -32% damage reduction

    +20% repair speed

    End result?

    70 k + 45% more HP = araund 100 k HP BB, with aditional 57% more reduction damage (on top on what Mastered full armored BB already have) ,with much beter auto repair and only minuses that it has -10% less ship speed, but +10% overheat speed.

    Good luck sinking that unless you have 5 BB against it.

    Example 2 , I take  I 400 SS , and i mount on it:

    Improved Pressure Hull

    +25% speed

    +10% ship HP

    +10% damage reduction

    Improved Engine

    +10% increase in overheat speed

    +10% increase in speed

    +10% increase in ship HP

    And let say Minelayer module, so you can sikently sneak araund and mine im enemy teritory, just for lol, since it has no third engine boost.

    and captain skill improved engine crew efficiency 

    4 star

    +32% ship speed.

    End result ?

    Its Normal mastered speed is 33/51 and  29/43 underwater , with additional 67% more speed and +10% overheat speed,  thats 55/57 or , 47/48 underwater , in BR even more insane, thats not sub, thats a Road Runner,lol, good luck escaping that ,and , natyrally, nothing can catch it,plus it has improved HP and reduced damage, but that is not game breaking as much as its speed.

    UK subs, who have natural speed bost with Armour wuld be even faster than that.

    Anyway, i have seen modules like this introductions in online game, it alwais end up bad and breake game.

    Players compete in who will have most OP setup,because without that you have no chance to win,  and prices rise skyrocket  by game master for thise modules, they are not sold cheap like for 5 gold or something, but for lets say 5.000-10.000  gold for module , this game eqvivalent ,and they only last for month or two,  then new modules are relised that makes ones from previus generation vastly inferior, so you have to buy them as well, and so on ,from patch to patch, every month or so,infinite loop of spend half of your month salary or die.

    That happen for War Robots for example, so i stop playing that 2 years ago,  and it was my favorite game, and i  hope i will not see same situation here.

    This game is rare gem exactly because it gives all players equal chance to compete,you do not have to spend insane amouts of money for good ships that will be obsolite after few months,  all you need is patience and smart investing in already present in-game resurces and you can very soon have great ships that will serve you well for hole game ,altough purchasing in-game do speed up process a lot for ones unwillling to wait, and nothing is wrong with  that.

     

     

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  11. 3 hours ago, こんにちは rapPlaysNF said:

    oh yeah hmm maybe 200k JV spam ships isnt a good idea after all

    how about this 50k repair on B tier

    and 30k repair on C tier

    Yes,thise are  perfectly OK,and in line with current C and B tiers.

    -1

  12. Fine ideas,except 200k repair on B tier. If it is A tier ,that ok,B tiers are preatty easy to get and cheap to build, and having B tier with 200 k HP of repair will flood game with ultimate repair Jules Verne ships.

    One or two per match is ok to see, lots of them no.

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  13. Wenn Sie Schiffe von der Werft meinten, würde ich keinem raten, wenn sie beide schlecht sind, nutzen Sie Ihre Chance mit dem Blaupausensystem und warten Sie mindestens auf ein B-Tier-Schiff.
    Aber wenn Sie keine Geduld haben, bauen Sie CV, zumindest können Sie mit Flugzeugen sofort etwas Schaden anrichten, Sub ist zu langsam und zu schwach, um alles zu tun.

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  14. 3 hours ago, Silent said:

    Is there somewhere that just lists the ships not just their stats. Like

     

    Fletcher can get: F, E, D, C, B

    gearing: E, D, C

    etc etc

    There is really no need, you can figure it all by it self,by looking at your blueprint collection and  knowing thise facts:

    -DD: Only first 2 DD get F tier, rest are E,D,C, while premium (gold builded) can be also be B tier.

    -CL: they all get E,D,C tier, unique CL (Arethusa,Kerch,Agano etc) are B tier only, while gold builded pocket CL can be B and A tier.

    -CA:  all ordinary can be E,D,C , advanced ones can only be B and A (Aoba,Deutchland,London,Portland etc), while newerst ones are A tier exclusive.

    BB-there are 3 types here, ones that can be D,C,B only, ones that can be C,D,A and ones that can be B,A,S ,plus exlusive ships, there are really a lot of them, and every nation have some exclusive ones.

    CV- same as BB.

    SS- same as BB.

     

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  15. good morning gentlemen (a) I hope you are content with the fact that I spoke about IJN last Friday

    I'm here again to show a tactic that can be useful in invasion battles

    Divide Damage Yes I didn't find a decent name to pay for that name

    type of tactic: ofenisva

    recommended use: hybrid aircraft and submarine aircraft carrier that can carry dive firefighter or torpedo boat

    this Tatica Fuciona In the following way
     You will need torpedo aircraft and also 2 enemies

    for this you will need to send 1 squadron of torpedoes when the aircraft starts launching the torpedoes you change the target that is on the side doing so 3/2 or 2/3 of the aircraft launch the torpedoes (note these / with number represents the 5 aircraft) you will have caused extra damage to the 2 enemy instead of focusing on 1 although the 2 ship has not gained 3/2 torpedoes this will have an effect
    although it is not significant
    tactical damage is useful to give your enemy a headache
    be it in the invasions or great battle

    and it’s over and I’m not going to detail it completely

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