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Сообщить о проблеме с переводом
Still remember when the DE cruisers were new, casually clubbed them all day long with detonations because of them having a very easy to penetrate/detonate rear end.
Which, in return, had a a big impact on how the match went on after that.
Not saying anything about whether the ships are a good idea in general with that, mind you. Though I have a feeling that the second iteration of experimental ships will be much worse.
It was so fun and engaging when that happened
Removal of that mechanic probably the best decision wg will ever make
Very rare wg w
That seems to be what most people want though.
Let me break It down what you can expect. At less than 800 hours still not very good no great team work skills cannon fodder to most people WG cheats or Is unfair. 1,500 hours things are looking up some you can hold your own but just some skills for team play are still missing aiming and positioning are getting better hang in there, but you still cant win most games on average. 3,000 hours you should have a good handle on this game and be able to push people around some and your eyes should be opening and understand what It takes to be a winner some. I hope that helps you . Sure you may get better faster but most players all go thru this and vent and cry mode like above. Just hang In their and you will say to yourself why did I ever type this post. I wish you the best of luck Captain. And that goes for everyone else with this problem.
A) FTP Tech Tree ships are some of the best ingame. Libtard and Schliefen come to mind for BC's (altho I am unsure if Lib is a BC). Other noteworthy ships are worchester, Vermont, Minotaur, Kremlin (some are going to disagree but I love my Krem and no premium I own can replace it), Golden Showers (dutch cruiser, and since I cant remember how to spell or say the name ill make a crude remark) and the list goes on.
B) Premium ships, for the most part, are not as powerful as some TT ships. Actually lots of bad premiums floating around. I wont lie, having a good premium is a very nice thing when it comes to making credits and training captains.
C) There is nothing to win unless you do ranked or clan battles. I do not do CB's myself but its my understanding they have a ban system which takes care of certain over performing ships.
D) If you are failing in randoms or other PvP types then I would suggest doing some PvE. You wont be able to work on your aim as bots do not dodge mostly unless its Asyms but you will get better at overall play and knowing your ship.
E) While you can make a LOT of credits for performing at the top in PvP I find that myself and other middling players have a much easier time in PvE (Operations) and Asymetrics (when available)making credits in these modes. You are rewarded more for sucking in PvE than in PvP. Thats my opinion. A typical OP in a t9 premium where I score 1500+ with a blue booster is in excess of 1mil credits. Not bad for the time invested and I could never perform to that level in pvp.
F) Overall youll get more rewards for playing well in randoms. But if you are like me and sitting at a 53% w/l then maybe look to ops with boosters as a decent stable credit income.
Games good, requires effort. You will not be rewarded for ♥♥♥♥♥♥♥♥ and moaning about the unfairness of the world and how greedy wargaming is (they are business, ofc they are "greedy"). Shut your ego off for a bit and understand that no matter how good you think you are you are probably half that good and will stay that way unless you learn.
It was always impossible for the first hit in a match - of any type whatsoever - to detonate you.
You had to have your health already below a certain threshold (75% IIRC) before the detonation mechanic was enabled.
And it wasn't for "no reason" - the reason was that torps have high HE alpha, and high blast radii, and impacted underwater where armour is thinner, so they applied more AOE damage to magazines than comparable munitions. Yamato's cheek-weakness by its front turrets means that torps taken on the snoot instead of on the torpedo bulge would cause its frontal magazines to be more vulnerable to detonation in those scenarios than ships with other armour schemes.
Yamato's excellent torpedo protection actually makes it more resistant to damage taken on the Torpedo bulge than most other ships in the game - so aside from flukey dets (especially if you're savvy enough to try and take the torps somewhere that won't trigger a det), it tanking CV torps represents credit to team.
You're selling yourself short. From what you've said about improving in PvE, it's clear that you've got a tolerable mechanical understanding of the game. There's no reason why you couldn't apply yourself to improving in PvP and thus getting comparable rewards.
Obviously PvP isn't as consistent because it's not scripted - there's going to be far more swing in it.
But that swing works in your favour when potatoes on the enemy team let you just murder them, just as much as it works against you when good enemies zone you out and limit your match impact.
It is worth remembering that PvP rewards you more-for-less. So even if your opponents aren't guaranteeing you tons and tons of kills and farming 300k+ damage every single Op, scoring a fraction of that can easily represent the same credits - in far shorter matches.
So with PvP you're trading the reliability of getting more consistent value out of your boosters, for potentially speeding up your credits-per-minute significantly. Both due to "shorter matches, same rewards", as well as the prospect of getting even better rewards per-match if you're not having a load of bad games.
I suspect that if you created some threads with replays / YouTube videos of replays and asked for feedback, you'd find that very small changes to how you approach PvP matches massively improves your battle outcomes and experience.
A google searched turned up 7.2. That's the patch that changed it to 75%.
https://wiki.wargaming.net/en/Ship:Update_0.7.2
I stand corrected - it's been impossible for the first hit to detonate you for over seven years of the game's ~10 year release; including the entire duration of the game since the carrier rework.
Edit: There was a sneaky way around that last bit though. I detonated a Gearing from 100% once. I sent the replay to our then community coordinator thinking it was a bug. He pointed out that when you watched the rockets hit in slow motion you could see that one wing's rockets hit a fraction of a second before the next wing's rockets hit. The boat was angled, much to his chagrin no doubt. That fraction of a second just happened to overlap the game's tick time. Boom!
Obviously rare though. I never noticed it happen again.
And doesn't really apply to CV torps (especially vs a Yamato) as the poster to whom I was replying stated - partly due to spread making it less likely they'll overlap an impact point close to a magazine; but mostly due to him talking about an individual torp hit, and its per-warhead alpha, rather than eating multiple torps from the same salvo with them cumulatively doing enough damage to both the hull, then the magazine in that order, for it to detonate a Yamato.
and there's not that many examples similar to what happened in the game to consider wg's deto mechanic good/realistic enough. there's only hood in bb case. If you don't use flag you just die for no reason. very realistic according to you but I don't think a flag would protects the ship irl (this is sarcasm. Gotta explain cuz people doesn't understand and then wrote essays for no reason whenever I wrote something).
detonation because of torpedos on the deck get hit and explode are more common but that wasn't in the game as a mechanic.
edit: addition:
I at least detonated 2 times in the first 3 mins of the game when playing yamato to plane torps (nakhimov both times). It was incredibly easy to die to plane torps if didn't picked flag. that flag was mandatory which is a complete bs. deto mechanic is itself is complete nonsense. wasn't even realistic, wg didn't even tried to make it realistic.
Hood detonated due to shells going straight through into the ammo rack and boom.
There are other instances just not as known for BBs.
HMS Barham also was detonated
Also Wargaming had an arcade where they'd try to sprinkle in Realism where and when possible.
Wanting some more realism isn't a bad thing nor is it hypocritical.
There are somethings that don't work in a simulator, but it's nice to have bits of it in game when possible.
This Experimental ships and other stuff where they try to put in silly gimmicks that are half broken is annoying to some people (Like Jackson)
Especially when Wargaming said in their road map they were going to focus more on history and then they drop a bunch of gimmick-y ships a month later.
And to add an edit.
They got rid of a Magic det flag...for a flag that just gives you more hp and is probably way more valuable.
hood detonated just like how it works in the game
hyporcritical thing is when someone mentioned even the tiniest thing about the game that it being not realistic, this guy come and say things like "game is not simulation, don't expect it to be realistic" blabla
this title is about dobloons but oh well
worst guy around