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  • SN things to do (recap)

    04. 13. 2011 05:32

mailman
New thread to compile some general things from the previous one (which was cluttered a lot).

Please discuss this before we can make a proposal based on the discussion results here.

I gathered the ideas here in short (personal opinion included):

Starting with the BB stuff:

All
Submergence adjustment: please discuss a possible percentage/value I can give to the devs

BB3

IM especially needing a submergence nerf (maybe more than others ?)
Durability maybe an option also (22400 -> 20000 for instance ?)

BB4

12" this seems overpowered. With current damage and spread, range is to long. Could be
adjusted to 43 angle, that reduces the range slightly. Changes to shells will mess up
other ships.

BB5
Swap ranges of the 100 and 110 guns ? That way the extra damage for the 110's can be
accepted ?

BB6

Turning force increase.
Range is currently supposed to be in between nebby and kaiser. Will be very hard or even
impossible to really tweak it in the millimeter categore of changes. Hope we can stay away
from that.

P.S. IM, KS and Stalingrad (with 12") share shells. This will make it difficult to
adjust anything on them. If we agree that all ships will work with a damage nerf on those
shells we can do it, otherwise we will need to stay away from the shells as much as we can)

  Index

  • Re : SN things to do (recap)

    04. 13. 2011 14:36

angus725
If you use the argument that the monty gets raped in BB rooms when against good
H44/Sovietsky players, then could I use the fact that the QV gets raped in Harbor
tiles in the way against good players?

Does the Kaiser's uniqueness not make it king of BB6 rooms and harbor tiles (once
Nebby is adjusted)

Is the H39 not the king of large scale BB4 rooms due to it's range?

In the same sense, why can SN not be the best at defense, especially against ship
with medium range? Ships will lower range but high speed will beat the SN in a small
scale situation due to SN's hangtime+speed issues, while KM's low hangtime can
effectively push any SN BB of the same tier.

As far as hang time goes, if I'm in an SN ship, and you're in a KM ship, and you fake
rush, and I fire, and you pull back, I'm wasting my ammo.

List of things to add from my thread:

-4kn base speed on maxim gorky
Armor weight increase by ~30%

-1 base speed on kirov
Armor weight increase by ~30%

KK:
Armor weight increase by ~30%

CA turning force reduction

dual 6"/57 B-38 MK-17 Pattern 1938: reload: 4.32 -> 4.16
dual 6"/57 B-38 MK-17 Pattern 1938: maxinum angle: 45 -> 85


Minizini: reload: 1.56 -> 1.4
Minizini: AA shell: 55 -> 60 to 70

lv 38 dual 8" AND single 8": reload: 10.00-> 8.0
lv 38 dual 8" AND single 8": Accuracy +1
lv 52 dual 10": range: Current-> lv 58 dual 12" (Via Gun, not ammo)

BB1 guns:
lv 58 dual 12: accuracy +1
lv 61 dual 12, 40 degree: accuracy +1
lv 61 dual 12, 20 degree: accuracy +1

If we cannot create a set of trip 12"s for the BB1.

OH ratio buff on Gangut, base speed increase by 1
OH ratio buff on IM
OH ratio buff on Stalingrad
Kronstadt changes; turning force, damage (if affected by stalingrad/IM 12" changes),
support slot buff?

Gangut level: 67 -> 65
Izmail level: 68 -> 66

Gangut trip 12" guns: level: 67 -> 65
Izmail trip 14" guns: level: 68 -> 66
Izmail 14" guns reload: 15.76 -> 16.68
Kornstadt 12" guns reload: 16.2 -> 15.60 (If damage nerf goes through)

P24 turning force: 19 -> 21 (Kaiser and Nebby has 22. Note P24 goes 35kn and has
45 degree guns)
P24 18.1" guns: HE damage: 1550 -> 1750 (increase by 113% from 54k to 61k, same
as amagi)

Stalingrad 16" changes, range buff is all I think is needed to make them unique IMO,
you have to remember the Stalingrad's 17 turning force.
Stalingrad turning force; if buffed to 19, then speed needs to be nerfed to 37kn; for
both gunsets.

And I think han said that a spread buff on the 110 guns will make them more usable
once the submergence nerf goes through. I think a turning force buff to 19, but a
speed nerf by 1 kn base speed could work for the Sovietsky. I would not mind a
range nerf to SY if the spread buff goes through though.

  • Re : SN things to do (recap)

    04. 13. 2011 14:16

Willg210
I'd say playing in BB1-5 rooms is better testing than doing range tests etc on the test
server.

Does the montana have a hitbox anywhere near as big? Does the montana go 37 knots? Does
the Montana have a turning force of 18?

  • Re : SN things to do (recap)

    04. 13. 2011 13:37

ljsevern
Bandwagoning? I never saw you come onto the test server and test. I know damn well how
ships translate to big rooms. I know damn well how I would play it as is with the 110 guns. I
would rape the crap out of BB1-5 rooms.

Come back when you don't want your precious new line nerfed. The 110 guns COMPLETELY
outclass the Montana, and would do even with a range nerf.

  • Re : SN things to do (recap)

    04. 13. 2011 13:11

KINGS11
I've played the ship and I've seen it played by a skilled player.

What I've seen from everyone, is failure to use the ship to potential, Angus designed it to.
Angus you built something and don't even know how to use it or it's full potential.

  • Re : SN things to do (recap)

    04. 13. 2011 12:42

Willg210
If only people would play the ship and stop bandwagoning *sigh*...

  • Re : SN things to do (recap)

    04. 13. 2011 12:21

clemo85
I like how people use the defence of 'its unique' now, when something is OP.

A ship with H44 range and Monty+ damage is OP, regardless of ship speed. I'd trade my
Monty for the SN BB5 if it were possible.

  • Re : SN things to do (recap)

    04. 13. 2011 12:12

DJDeath
"BB4:- 12" are overpowered; I fear that reducing the angle isn't going to reduce the
armour penetration; Which is the first angle that is bounced by L1?"


When we first tested for armour penetration, they went right through the L1 at 41 degree.
And I think they will even below 40 degree.

  • Re : SN things to do (recap)

    04. 13. 2011 11:24

angus725
So far, I'm agreeing with willg with all his ideas so far on this thread, since I'm at school
right now, I wont post my list until I get home.

The SN BB5 with 110 guns is a slow as **** ship, and turns extremely slow; once the
submergence is adjusted, it'll be fine.

  • Re : SN things to do (recap)

    04. 13. 2011 11:21

Willg210
Have you played this ship in real rooms? This ship is an absolute tub, the 110 guns are
the only thing which would make it competitive (not overpowered). It makes the ship unique
rather than a crap copy of the montana, or a crap copy of the SY.

  • Re : SN things to do (recap)

    04. 13. 2011 11:08

ljsevern
"Don't you think that 16" guns with 45 degrees will be a real copy of Iowa and Yamato
and much more similar to them than in your opinion current version to L1?"

@Wloczykij

No; It will have more range, less damage and the ship will turn and feel alot different. On
top of that, the Iowa is a more aggressive ship due to the small hitbox, and the Yamato
has the amazing AA battery.

Also, are you a real account, as you aren't in the rankings or HOF...

----------------------------------

@Willg

Leaving the 110 guns alone is a horrible idea. Those are the ones that are overpowered.
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