the only complicated thing about warthunder is its helicopters. those things are impossible to fly on console.
easy
Slaughter brawl event was like the lading on the moon for me
up to 6 k i suffered a lot, 6k limited success, 8 k was a step backwards, the build was better but other cannons also were meaner, Slaughter brawl forward⌠it finally quick in.
cannons ( whatever the moving part they are on ), dogs and much later melee are no longer an issue.
rockets ( Pyres and the legendary ones, they hurt the most now ) but my priority is what the 88s will do to my builds.
In a nutshell
Game mechanics
rock, paper, scissors model
Aggressive monetisation policies
âAggressive monetisationâ is driving prominent players away from World of Warships | PC Gamer
Spoiler
listen
1 vs 1 kind of scenario, over simplified scenario
27mm, 32 mm, 50 mm armour plating were very important thresholds
27mm ( bow and stern) could bounce up to 380mm shells
32mm ( bow and stern) could bounce up to 457mm shells or 406 mm shells i canât remember now
50mm could bounce bigger shells i canât remember, now. ( deck armour )
you have 155mm guns with 850 m/s AP shells and 800 m/s IFHE shells, with a rudder of 10 seconds and a turning radius of 720 meters
what would you do?
Your armour is mostly 26 mm, your top speed is about 33 knots
Most probably IFHE ammo, your best bet was to cause fires in the superstructure of your target at max rage since you couldnât pierce anything that would be a heavy cruiser with 203 mm guns( unless he show itâs broadside to you at 10 kms) if it was a battleship, you had to kite away because if you let him get close to you ( 15km ) he would melt you with itâs secondaries and the probably of you receiving a dev strike from itâs main guns at that range would be very high or getting multiple citadels hits in your hull ( critical damage )
Depending of which line of ships you are facing ( Americans have no torps, Japanese have torps and they have a higher fire chance and the shells deals more damage, Germans also have torps and so on ), so adding to those formidable guns they could torp you once they are 6 km from you.
Are you facing them or away from them?
Are you detected or not?
Is there any cover to be able to turn around? or do you choose to show your broadside to any other of the 22 remaining players? Is there any planes near you?
You will be losing speed as you turn and while kitting you will be losing speed trying to dodge the incoming fire, some Battleships can be faster than you or having an overwhelming broadside like 12, 16 guns.
Letâs say you encounter a destroyer, is it from a torp line or from a gunboat line? thatâs a priority target right there.
You have to be quick to decide they will vanish quickly, if you are seeing them, their entire team are seeing you as well. is either of them firing at you out of the blue?
Yeah, turn away fast, the torp line destroyer is baiting into his torps he launched seconds ago from stealth to where you will be seconds from nowâŚ
You can still shoot at it, but turn away and change speed for the torps overshoot your updated position and miss you.
The gunboat will just attempt to do a drive by to citadel you to kingdom come to finish the job, do you have the correct ammo in the chamber? If you have AP you are a goner ( 7,5 s to 10 s ( reload light cruiser ) 12 s to 15 s ( reload heavy cruiser ) vs 4s to 2s reload ).
Have you ever heard about âthe wall of skillâ ?
15 torps coming at you ( normally the detection range is 3-4 kms ( too late) that can be stretched to 6 kms if you have hydro ( if you are a cruiser itâs doable just), a battleship rudder could be between 15s to 20 s.
Sadly this wall of text doesnât scratch the surface
add to this more players, add to this more game mechanics, add to this the devs itself
Like changing premium ships stats over night just before launch, literally the night before launch after the reviews causing the JBriders over there makig vids iâm sorry
Graf Zeppelin
P.E.V.
the entire German dd line
Ad so on
https://youtu.be/lu6EkP9k8nw
And your point was?? Describing background cognition processes during the game? You can write any amount of text even for something dull as chess where there is not random variety like hitting chances, velocity of things, etcâŚ
point being, Complexity. Iâm trying to convey a desert by showing you a grain.
May seem boring to you
thereâs a lot to be aware of, to keep in mind.
A lot of lines, a lot of characteristics to keep in mind, my fleet had ships of several nations from several lines, from several classes from several PS ( Tiers) and it wasnât Big ( around 77 ships ).
An average fleet would be around 100+ and 200 ships in Port
Good players ad seasoned players could have up to 400 ships including reward ships they would be exclusive for competitive modes
Spoiler
Shell velocity counts a lot, armour platting also counts.
e.g.
USA shells were the slower in the game at 700/ 780 m/s, they had what we used to call floating shells, ( if you shoot far they seemed to be floating in the air ) but the upsideâŚwith them you could lob the shot over islands that shells of other lines couldnât Their AP shells had improved pierce angles (about 60% ) other AP shells were about 45%
Meaning
If you were in the receiving end and if you were perfectly angled against incoming shells, you could be citadeled by them , because you were in a too shallow angle to not to be.
Russians shells were the fastest in the game, they were rail guns, over 1000 m/s they couldnât lob a desert grain but they were fast.
So you would pick cover accordingly, the same cover would be safe or not. If you could that is.
Normally we judged velocity of the target by the smoke coming out of their stacks.
the more vertical their smoke was, the slowest they were.
So, for the same target going full speed at letâs say for the sake of argument 20 km away, you would need to lead the target 12/ 13 seconds with USA shells ( shooting to where your target would be in 12 /13 seconds
with a RU shells you would be needing a lot less, 7 or 8 seconds.
Shells losses piercing capabilities with distance.
e.g.
a 406 mm USA AP shell penetrates 30â35 mm of armour at 20 km, enough to penetrate the superstructure and thinner sections of battleships, but to penetrate over 350 mm patting armour ( citadel ) you need to be at close range or mid range 5â14 km.
Meaning you could be citadeled at distance by plunging shells , but if you were angled against those 406 mm USA shells at a closest distance your bow or stern ( 32 mm ) could bounce or shatter those same shells ( the effective armour is greater if you are angled )
Coming from you i understand and accept, but knowing your ship, what you are facing was very important.
What i donât understand and i didnât accepted was ( among many other and more important factors ) that same posture coming from guys playing that game.
It was all but dull, believe me. UP to 20 minutes of tension.
With players that started playing the game an afternoon and went strait to t10 ( premium ships ) without knowing a thing, about the game, about the ships they were in or the ships they were facing in the mix, we had it all.
But we had those also
RNG - Russian Number Generator.
In every shells shot it had a chance of not hitting the target, which normally lead in some comical and frustrating episodes
we had detonations, you would be in a pristine state, 100% health and you would explode because RNG said so
You made a good key observation here. They really need to re-evaluate their time strategies as they only seem to ever be concerned with the short term monetary elements such as packs and BPs.
Just a few suggestions I have thought of over the years which I think could improve the game:
In-battle HUD:
There is WAY too much bloat on the screen at any one time such as team mate names appearing almost in the middle of the screen as you watch their play after you got destroyed. I know you can press Alt +Z to remove all screen info but thatâs not really helpful outside of screencaps. An in-game tidy is drastically needed.
TRIGGERS:
In the Garage when creating a vehicle MMB ( Middle Mouse Button ) should be able to be used as a weapon / module trigger / cabin trigger.
LOADING CRAFTING PARTS:
I donât know if the car parts are loaded as 3d objects when youâre looking at them in the inventory but it seems they shouldnât even really need a load time considering those only need a JPEG until âParametersâ is clicked. Then of course the 3D version should be loaded.
BLUEPRINTS:
Rearranging build list order by simple drag âNâ drop rather than the frustrating load, save in diff space, delete
GARAGE:
Outside your Garage when going past the bot activator it shouldnât automatically start to spawn them.
There should be a hotkey to activate them anywhere on the Garage map.
Also we need should be able to assign bot PS, loadouts or randomized builds.
Soz for rant : ]
Been hearing that for so long that at one point i even believed it. Itâs been 10 and a bit more and yet still here we are. My gaming library has over 500 games and i still come back to this game and Iâll keep playing it tillâŚ
With the recent sudden multiples of Battle passes & mini events hammering us all at once, Reminds me of an Aligators death roll with its prey in the swamp.
Never the less, I went ahead & purchased a mini event all
in good faith.
LMAO!
What a great analogy hehe ![]()