The heals tied to ships are also scaled based on total HP. So not only does this flag boost a ships total HP but it also slighly boosts your healing potential too.
Not by enough to notice. Kremlin for example heals a max per heal of 18.48% of it's HP, or 20,013.8 HP per heal. The Charlie Kilo flag would boost her HP up to 113,715 total, making each heal be 21,014.5 HP. For a difference per heal of 1000.7 HP. On the tech tree BB with the absolute most HP in the game at current time. On something like a Schlieffen your heals start at 14063, and with the Charlie Kilo flag go up to 14766, for a difference of... 703 HP per heal. It's not really going to matter outside of the 1/1000 game you somehow live on less than 703 HP. You aren't likely to even notice the difference.
Detonation could also happen from a torpedo hit. One time before they reduced it to only happening when at or below 75% health. I was detonated in a full health FDG when I took a single torpedo hit to the bow at the start of the game. Pissed me off to no end.
Once watched a 103k hp yamato detonated from 100% when a shima torp struck thru the bow. Can't imagine the rage behind the screen of the yama player 😂😂
I just got this game on pc maybe a month or so ago now. I dont see the pay to win complaint. I also don't feel I need to spend real money to compete. I haven't spent a dime and I compete in ranked and brawl with no problem at all. I am no way a experienced player at this game. I think some ppl just want to be victims these days so they can hate something. To those who spend money on the game I say TY!!! Because of you we have a great free to play game. Happy hunting!!!
It is definitely not pay to win in the traditional regard. But definitely high tier there are some new ships released that are way overpowered and you can only get for real money. Prime recent example: Hildebrandt. That ship is stupidly overpowered and was only available for real money.
its more pay to skip to top tier and then complain you keep dying cos you have no clue how to play, also only need to spend money on premium (if you want to play a goodd while since the xp is nice) and to buy any prem ships that take your fancy
It won't impact you much at the lower tiers. I expect as you go higher and compete against more skilled players you'll see why some people are incentivized to buy the premium ships and boosters. At least WOWS has PvE modes like Coop and Operations otherwise it would be insufferable IMO.
@drxym yeah apart from snowflakes and birthday stuff, only time I play ships is when asymmetrical battles are out, super fun and very good xp, can easily grind a whole line in a week or two
The 5% more HP only really matters if that 5% more HP would actually let you live a single shell extra of damage from the average damage of the ship most likely to be shooting at you at your tier. Basically meaning, it's effectively worthless on nearly everything. Honestly most of the signal flags are more or less redundant and you could easily run without them and not even notice. The only exception was the anti-det flag. As detonations decided more games than I think people realize. If a team loses a ship or two to random chance they may as well have just started the battle without those ships, fighting a 11v12 or a 10v12. End result is fairly obvious. If your teams Kremlin didn't have the repair flag but the other teams did? Yeah that's not going to make or break the battle. Same goes for the HP flag, it's not going to make a difference for the majority of ships. If someone tries to tell you otherwise they are simply trying to justify why they lost because they can't conceive they could possibly just have been out skilled. Even on the note of DDs wanting to run the Charlie Kilo flag, if they aren't running SE, they get 895 HP, if they are running SE that's 1070 HP. It's so stupidly rare as you said that a DD would actually survive on that low of HP, even more so at high tier. When DDs get spotted one of two things happens, they ether die very quickly, or no one cares about them for some reason and they just go unspotted again. Any player that says otherwise is simply ether not skilled or so far up their own ass they can't conceive that they got out skilled. I've also basically just not been running the flag, honestly I don't tend to run flags all that often after sitting down and actually figuring out exactly what they do for me. Normally when I do run flags it's "well I've got a few hundred, may as well use them for a bit." At this exact moment I think the most impactful flags are, Mike Yankee Soxisix for secondary builds, India Delta if your ship has a super heal, X-Ray Papa Unaone and Sierra Bravo if you are playing a submarine, and that's really about it. Competitive you'd want Sierra Mike on your DDs, but that's about it for randoms it's really not gonna matter. Sure other flags can give small basically unnoticeable bonuses, but you won't miss them if you were to take them off. A secondary build would miss the secondary flag, a Brit BB would notice not having the healing flag, subs would notice the reduced dive capacity and cool-down on sub surveillance.
I just had a ranked game in Zieten where I killed a ship when I had 4xxx hp left and used up all my heals. I would not have done that without the flag. Flag gives 3150hp, but the heals are also better by 19hp per second, which also gives me (30,8x4x19=2340) 2340 hp. So in total i gained 5490hp. I would have been dead without it and we popably would have lost the game. After this, our CV was able to kill the last enemy BB and we won. Edit: Also, you can burn longer, giving you time to get a heal back or get a last salvo of torps or MB out. I was below 5k hp multiple times that game.
I feel this comment can apply to so many things people complain about. They have bad luck or just play poorly and want something to blame for their misfortune, and since no game is perfect they will find and latch onto anything other than the fact that they're playing badly/not adapting to events in game, or even just getting unlucky. To be fair to a lot of players, most probably don't actually know most of the mechanics in game or have good mini-map literacy; these things aren't really covered in many tutorials.
@@JoniGSG Congrats! You had the 1/1000 match where it mattered, the same odds as if you had been running an anti det flag and it saved you without you knowing. Like I don't want to sound sarcastic here, but that's not going to be a common occurrence. Also no the flag does not let you burn for longer. Fires are a flat percent of your HP per second, it doesn't matter what your HP value is, fires do the same percentage of damage per tic, in the same way your heals get better with the flag, fires and floods deal a higher damage number to you as well, while keeping the same percentage.
@@rovelfox7832 Lot of players also listen a little to much to CCs and don't do much learning of the game themselves. Likely why the meta is still so passive, because CCs keep saying it's passive, CCs keep saying the only way to play top tier is to snipe from range, so players do just that. Then CCs complain that the player base is passive... Like my guys... you kind of created this problem.
My first 5 games with the new flag i lived with under 2,000 HP in my Jean Bart and came back to win the game. 2 of those games were krakens that only happened because of the flag. I kept track of it more after that and the amount of games it impacted the overall match was rather substantial. I dont see myself ever not running it now specifically in BBs where it also impacts your healing over the match and combines in power with the heal flag.
The game gives you enough to have them in clan and ranked. If you want to pay to always have them, that’s good too, but not necessary. If anything it gets you dependant on them, and you forget it’s even there.
While signal flags do give small boosts, I don't think of them as a pay to win option. In fact, the only ones I feel are mandatory are secondary flags on secondary focused ships, speed flags for DDs and some mid tier BBs, and flood or fire flags on ships that lean heavily into that gimmick. But there are times in randoms that I don't even fly the signal flags and still do fine. OK, maybe in clan fights where every bonus might give an edge then signal flags are mandatory. But this isn't World of Tanks where every high tier tank is firing gold ammo at each other and pay to win is in the meta. Also signal flags are easy to get, either three daily signal crates, or use non-doubloon resources like coal to buy more.
Bottom line, far as I know you can only buy signals with credits or coal. Those are free, you just earn them in game. THAT IS NOT "paying" as "paying to win" would imply. I believe that would be "play to win"... and its a game that you "play" and try to "win"....
I just got the Florida for free in a container from the free side of the Event Pass at Level 20. Got 1000 doubloons in the first container drop of the day, which was a super container. Got a bunch of stuff just for logging on to the test server, I tried but couldn't get into any battles for a while, so I logged.
Let's compare it to Survivability Expert on DDs and CCs. A high tier DD will have anything between 25k and 30k hitpoints. SE gives you 350 HP/ tier, so at T9 or T10, you will get 3150 or 3500 HP more, that is between 10% and 14 % more HP, twice what the flag is providing. For CCs, the high tier ships are between 45 and 55 k, SE will Provider a similar effect, probably a bit less. Since BBs don't have SE anymore, the flag is the only was to buff that. So, for DDs and CCs, the flag will be important, especially at lower Tiers...
I played with someone who bought the teir 9 JAP azuma. Dead within the first 5 minutes. You could give a new player the most powerful ship, and put him against an experienced player in the worst ship, and I bet the experienced player wins 95% of the time. But more HP means more healing. And on a super tanky ship, that 5% boost is more than 5% in effective HP pool. But having an extra 6-7K with SE does help. At least for me.
I still remembered that I've got detonated by splashes of Ohio secondaries in my Sherman. To that, I draw the line that the detonation mechanic are unrealistic. So glad that they remove it.
as a general rule of thumb, i would say that something that increased your health by 5% would only be effective in game 5% of the time. if you play 20 games, 1 in those 20 games might be the crucial game that needed that 5% boost to hp. i would also say that on ships that have a heal such as BBs, Cruisers and some DDs this is a bit more useful because it also adds health in your heal. not much, but enough
Honestly, I find the speed flag and secondary flag more useful and even those aren't going to win you that many battles compared to if you didn't use them. They're nice to have but are not necessary.
Yea ima run this flag for sure. The amount of times i survive a deadly encounter in my dd with like 500-1500hp and help end game of matches is pretty high. Something like a gearing can just cruise around on 1hp dumping torps and ruin high hp targets day lol. That torp build and adrenaline rush is nice. Love little ole gearing. Have thousands of games in it
Flags are not made to drastically change every game you play. They are made for long-term effect, and so the Charlie Kilo isn't op, but it could make a difference if you compare a certain amount of matches played with the flag and without it. And it's definitely not p2w.
Pay to win is for exemple to get the special Pan American commander you needed to buy the required containers so you pay for the containers then you can get the commander. I didn't pay for the containers so I didn't got the commander so I don"t get the special commander abilities on my Libertad.
I'd like to see detonations revived exclusively for subs. Once every 60 seconds there's a random chance that the guys in the torpedo room will accidentally drop a torpedo on its head and blow up the sub.
Every other month or so I buy some premium time because I'm grinding so many lines that I unlock 2-3 ships at almost the same time. And with the way WeeGee seems to reward folks with larger ports these days I don't sell off the ships I don't play anymore.
Being a, mostly, FTP, CoOp, no Permium time player I wonder how much difference the flags actually make. I know if you are competitive player you want every advantage you think you need. In one of the previous Christmas events to knock off snowflakes, after WG changed the rule, I even took ships into battle with no captain. It worked, but you didn't earn any CXP. I remenber years ago you could spend to get extra charges of consumables, could buy camos that reduced your detection range and other buffs and you could not transfer a captain from different classes of ships and have skills for each captain. So over the years WG has done some good things. Does that make up for CVs and subs in the game? Let me get back to you on that.
I've been playing since 2016. I'm a very long term casual player. It's 5%. It'll make a difference once in a great while, but otherwise, it's a big nothing burger as far as PTW. It's hyperbole for clicks.
I don't suffer from the FMO malady. I'm not a gamer, WoWs is the only game I play like this. For WoWs, I'm a casual player, playing only Ops. I only spend real money on Premium time bc I'm grinding lines & it's simply not worth playing the game without the Premium bonuses, but that said, I don't feel any pressure whatsoever to pay to win. I've gotten a bunch of Premium ships through crates & stuff so I don't feel any pressure to get those. I'm not a "collector" either, I could care less about collecting all the ships.
I have no desire to grind most lines in the game, but this is bad for me when events like this come around. I was only able to get like 3 or 4 prem santas from my ships. I need more tier X. Rn need two more to get another mega container. I have gotten 180 days prem time and Huron so far. I have prolly used high tier ship rng up for the year since I recently got hildebrand and enterprise for free. I typically grind every event and get as many as containers as possible for free. I use dubs I get for free. I'm 100% f2p so far. Trying to get a couple hundred more dubs for the next BP. Gotta figure out more tier x tho. Can get one more coal. Can finally buy harugamo. Then got to use free xp to get some tech line tier x
so far only got the Tulsa…. still remember the fastest detonation I’ve had 45 secs, Two Brothers in a Kiev …. Took a bind shot from a Yammy over the mid into me…. Boom! Still iffy on losing detonations but like the new flag.
Its the most free to play online game ever released. I have several accounts where I stricky spend nothing and got tons of premiums and other stuff just by grinding BP, test server and activating codes
I don't know what it is but of the last 15 random and ranked games I played I was only twice in the winning team with lots of blow out games. I don't care if I'm a better player on the losing team, I would rather be a weaker player on a winning team in a balanced match.
people love complaining.. we all have grumbles with WG.. but then they will do something amazing.. i bought 20 mega boxes today... and i got the S189 scumarine.. then the Bagration... then a golden box which SHOCKINGLY had a ship in it, Prinz van Oranje.. with just 2 boxes to go i thought that was it and would have been perfectly happy... then i got MISSOURI ... no freaking way!!!??? i've been playing since 2015 and hoping to get this ship in a box.. 2024 it happens.. but its same with matches, some days you cannot get a win, then the next you can't lose
I really do not see too much difference between premium time and standard. Only real difference is you get more credits and xp which can be mitigated when you have a crappy game. It takes less time to grind stuff. Yeah you can have a premium ship that does cool things but you still cant take a wall of torps and 5 guys attacking at full health. Premium is meant to be a time booster not a winning mechanic. Ive paid money for premiums and done just as bad in tech tree at times other times had great games. Its all about your SKILL and the opponents SKILL. Those that say pay to win in this game do not understand how the game works or just have giving a bad hand. No different than a game of cards.
Flag? It's the mod that you buy when you first unlock the ship that they removed so you have to go back and select main armaments or secondary. They replaced that with the 5% flag. Pay to win, no, more arcade, definitely. Doesn't matter though, with 6v6 and even 4v4 random standard battles now becoming more regular on the NA server in mid to upper tier battles, the writing is pretty much on the wall. They cater to a smaller and smaller niche in a shrinking player base and wonder why it's not the game that it could have been.
I spend plenty of money in this game and lose all the time. It's pretty frustrating. No ammount of money will save you from seeing all your teams DDs sunk in the first 3 minutes while the other team has all of theirs.
I like how you say there was a premium ammo scare. But it was just people who didn't pay attention during reading and they had the clarify but apparently 10% of the player base has no reading comprehension.
For anything besides DDs my thoughts are "Just have better aim" and it solves the problem. For DDs it helps but isnt game breaking. Oh well i hardly ever play PvP so it doesnt effect me in the long run.
i've spent around $200 usd n only 2 tier 8's cpl tier 6's ones not available in shop.... tiers i really dont hardly play anymore. So i'm in the same boat as u sea lord
Removal of detonations is awsome...but id say remove the flags as consumables and let us pick and chose what to bring at no cost! Repair and rearm cost is alredy high enouth as it is... u practicaly cant make credits without bonuses on t10 tech ships add in 100k per flag and costs ballon out of control if u use 3 to 4 of them imagine if u run all 8...
i dont miss the detonation mechanic,.. every 2nd game i didnt ran the flags i detonated,...so i was forced to run the flag permanently. i am happy its finaly gone.
I would have preferred a chance of det chance on a citadel only. That would have eliminated the deadly radar dish but preserved the ammo compartment det.
never not once have i asked for detonations to be removed.... it was a nice random thing in game to occur (blowing one up) and easy to avoid (get flag). Also WG... we have historical ship game... also WG its an ARCADE game its not realistic
Not pay to win and i only hear this from content creators when they say other people are saying it. I never hear this from other players. Pay for a better ship is more accurate. Winning requires skill and good teammates. I can dump all the money in the world, but that won’t tell me where to position my ship or how to not get deleted.
So my clan mates and myself have only seen the same 15 ships.with about a thousand mega crates opened we have all seen these ships Theseus, jupiter42, orion44, picardie, elli, tiger, last years event had alot more different ships, but all the videos on TH-cam for this year is all the same ships
would be far better they would fix their aiming system than removing detonation mechanics. Perfectly aligning your shots just for every last shell to fall short is just BS.
If you play someone that doesn't know how to in a p2p ship your fine but if you're in a regular ship and someone of equal intelligence then ya them premium shit on regular shit.
I have AA rework proposal idea. Where making it fair to every sides, especially on surface fleet POV. Let me cook. This new AA rework is basically pretty much overhaul for all of the AAs. And some main batteries and secondaries. 1) Each AA now have max range independently. Means instead of one big bubble. Each AA guns will have its own Bubbles. For examplem if Aircraft heads in to your nose. AA at the cloest to the nose will target the aircrafts first before the rear AA. This means that each AA will do its own independent damages and stack with one and another. For example, 40mm Bofors does 80 damage per second. They will do 80 damage per second on each Bofors if we have lets say, Iowa. Have 19 40mm Bofors on board. 11 can attack at each side means dps of Bofors overall wrap up 11x80=880 DPS. That is only 40mm Bofors alone. 2) Each AA gun caliber have its own range. 40mm Bofors have maximum range in WOWs 5.8km. So 880 dps already start at 5.8km. But it also still have to stacks 20mm short range AA which is 3km range. They do only 20dps but if we place Iowa here again, they have like 46 of these guns. So 20 x 46 = 920 dps let’s divided by each side so I’ll cut that dps in half 920/2=460 alpha from short range. Combine with already cracked 880 at mid range 880 + 460 = 1340 dps in average. Ofcorse we have to count the factor that each AA destroyed will lose the raw damage over time. But we still messing some thing. Flak damage. So let’s go the number 3. 3) All Dual Purpose guns. Main or secondaries can be activated to target aircrafts. By pressing “O” any Dual Purpose guns will become AA mode and become flak damage. These flak still behave like CV rework flak but there’s a catch. Each dual purpose gun barrels are considered flaks. Means if Iowa have 10 127mm on each sides, they will have 10 Flaks. These Secondaries flak mode will also reduce the reload by 50%. Means these guns will reload at 2.7s. They still do the same HE damage as regular secondaries/main batteries. Iowa secondary range was roughly around 6km but we decided to make it more interesting by having flak mode Dual Purpose 127mm will have 8km range instead. It have flak dispersion 5.5m/km. So they aren’t that accurate. This also count on any Atlanta Class as well. San Diego will now go Dakka on planes. Remember like AA I said. These flaks also ties on Secondaries. If they were destroyed you will lose the flaks too. Now, let’s go crazy. When I said any Dual Purpose can be AA and I mean any guns that are historically able to shoot Aircrafts effectively or not can be count as AA. Yes, this means all Yamato guns can target air in this. Including 46cm. 460mm would be an absolute insanity if I make the stats the same as other AAs. It would deplane right before any AA in ranage and it wouldn’t be fun for any CV mains out there get plane sniped from 25km. So let’s rework on this. 460mm historically isn’t very effective AA guns but I do like the concept of Type 3 rounds. So let’s make it happening. Type 3 rounds are basically super Flaks it does only 200 alpha but instead of overall HP of the squadrons like normal flaks do. Type 3 will do damage on every single Aircrafts 200 damage evenly if you get hit by the radius of Yamato’s 46cm guns. The range of 46cm guns to target air also need to be reduce as 25km is just insanity and people will make Yamato as an AA platform. Her 46cm guns will have 15km AA range. With only 15 seconds reload on the Flaks. This still not stacking with 155mm that have 10km AA range and 127mm that share the same AA range as Iowa. 25mm short range AA also share the same stats as 20mm too, just slightly more range, 4km. So, continuous damage on these 25mm 30 of these guns. Each doing 20 alpha respectively. 20x30= 1500 dps. But again. Reduce that by half so only 750 DPS. Very pathetic tbh. Now the downside of Dual Purpose guns. If you switch to AA mode (by pressing O). These Dual Purpose guns will only target air. It will refuse to target surface ships. This measn if you press AA mode on either Atalnta class or Yamato Class. You basically cannot use your main guns. Ofcorse you can switch back at your own will. Oh and Flak will becomes better accuracy if you fly the plane more predictably or flying to the straight line for too long. Quality of life improvements. Low HP ships will have hull lowered into the water to make it harder to be citadel. No, you will not act the same as Subs. Subs will have zero of the changes for now.
Don't really see how that idea would be "fair to every side" because lets use some of your maths here. Montana has 20x4 40mm guns, and at most angles roughly 44 of those 40mm barrels could see an incoming attack, or based on your maths 44x80= 3520 dps. That would be effectively an FDR plane shot down every second, or ~2 Richthofen planes shot down every second, and that's just on the 40mm guns. Basically it would turn basically every top tier BB into a full on no fly zone, unless you also massively buffed the HP of the planes. Also 40mm guns are solidly mid range, can't find a single example of a navy ever making it doctrine to fire a 40mm past around 3.5km to 4km during WW2. They simply were not effective at longer ranges. Also increasing flak range is just asking for frustration, flak is already buggy and sometimes just spawns where ever it feels like, I'd rather see it removed and long range AA just be given a DPS buff to compensate. Them using the same damage as secondaries on a faster reload for hitting planes would also add to the full on no fly zone. Even at 2.7s that would be 18,000 damage every 2.7s from your Iowa in your example, starting at 8km, a Midway torpedo bomber squad with no skills of modulus has 18,360 HP. So that would be a 8km burst that could simply delete the CVs whole squad at ZERO downside to the Iowa because you would have no reason to not just always have the O key pressed. So unless you also plan on ether removing the aircraft limit on CVs or giving them roughly 6x more plane HP, your idea would do nothing except make it so CVs simply can't play the game period. All of this is also without going into how wildly unrealistic AA being that effective would be. What we have in game is already more effective than IRL AA by quite a bit, at least for shooting down aircraft. As an alternative and to make AA more realistic, how about we cut AA damage but make AA cause planes to disperse and not drop correctly? You know what AA actually did. It was fairly rare for planes to get shot down by ship based AA, most air interception was done by ether land or ship launched fighters. Ship AA was a deterrent, it caused pilots to fly erratically and not be able to drop properly thus making attacks less effective. Also lets turn every squad into effectively a Russian CV squad, it's a bit silly in a attack wing of 12 aircraft to only have 3 actually go down for the attack, and with the attack being dispersed it would mean you would basically never be able to deal full damage from the CV it would also reduce the amount of time a CV could continue to spot a target after an attack because they wouldn't have extra aircraft floating around after the attack. Would also mean any aircraft actually shot down would reduce the potential damage from the attack.
@ I like your idea a bit more tbh. Maybe let’s play around with Flak like maybe remove the heal from Aircrafts and Flaks doesn’t do much damage but it is basically High Explosive for planes. Where if aircrafts get hit by flaks, there was 25% chance to caught on fire which will burn your HP on the aircrafts. Hitting by Flaks also results in Increase drop dispersion by 50% and increase aiming time by 25%. DFAA will triple the percentage. Torpedoes and AP bombs on Aircrafts will not pemenantly remove your HP. You can heal it back from AP citadel or Torpedo belt hit by 75% of the damage that it causes. So it doesn’t felt annoying to fight much. If we don’t want to change AA continuous damage then Aircraft factory mechanics needs to go. Actually comes to think of it. All WG has to do is remove CV an ability to produce Aircrafts and makes them all have limits. Now, the reason why I made that crazy concept is because a Naval Building Game, Naval Art recently released Carrier update where you can build CVs and use the Aircrafts. The playstyle on the Aircrafts were RTS style like how WOWs back then does for and the AA were pretty much the same concept on what I just said. But it much crazier like 127mm can target Aircrafts within 11.5km. Surprisingly, these AAs doesn’t deplane enemy aircrafts fast enough with Vanilla AA guns. I think the damage I gave to Iowa was Moded from the game where AA was jacked a little. But in that game, First Squadrons will never survive from Montana’s AA guns.
@@tsuaririndoku I mean technically CVs do have a limited number of aircraft, the current system basically just makes it so you are unlikely to see your actual total. It's also not really unrealistic that a CV would prepare more aircraft to launch after losing some. They would just need their squad to return down a few planes to know they need to prepare another one. I did the maths ages ago and don't have it on hand, but Midway for example at maximum plane replenishment from the moment the battle begins, still doesn't real her real life theoretical total of aircraft. I mean this may shock you, but even Kearsarge carries a realistic number of aircraft with her tactical squad, at least based on the design documents I could find. As she was designed to carry 45 of a large fixed wing aircraft and the F8F Bearcat she gets in game not only has a really short runway time but also had folding wings, allowing for more to fit into storage so in theory should could have carried the possible 55 total aircraft she is able to have over a 20 minute battle. So like I'd be fine with CVs losing their aircraft prep, if it meant they just had a realistic total of aircraft on hypothetical designs and the real life theoretical capacity for ones that actually existed. It does sound like that Naval Art game has AA a bit over tuned, based on American data from WW2, the rounds per bird in 1945 for 127mm proxy shells was 366, 76mm/50 was 359, 40mm was 1508, 28mm 3723, 20mm 4398, 12.7mm/.50 cal 11,285. Also those engagement ranges seem a bit far. From what I remember the Americans didn't open up with their 127mm guns until their target was around 8,000 yards or 7.3km away because the shell flight time was so long. At that range the flight time is nearly 15 seconds. That's plenty of time for a plane to move out of the way, but at 11.5km it would be closer to 45 seconds(these are based on American data). Not saying they couldn't shoot farther and with advancements in radar tech I'm sure they did, but the 127mm guns had rather slow shells. If you want a neat read, search on your search engine of choice "Anti Aircraft Action Summary America WW2" should find a few declassified documents you can read on American AA in WW2. There is quite a few of them, though some can be harder to find than others. October 1945, and COMINCH P-009 are rather easy to find though.
@ So in order to balance the CV, maybe we just allow them to have 1 squadrons (each) ready on the deck. They all have limited aircrafts and cannot be replenished if the current squadrons still up. So it force CV players to cycle their planes. Each squadrons will have 10 seconds cooldown after returning animation (landing on the deck ends) which is about 10 seconds. During rearmament, CV will also start replenish aircrafts from reserves which requires 1 min to replenish each aircraft. It sounds very long abut it is a penalty for wasting aircrafts. This means in order to wait for the squadrons to be filled. You have to use other squadrons while cycling. This is to prevent aircraft spam. This can be play things around to make each nation CVs a bit more unique. For example, IJN CVs will have replenish time shortened for 5 seconds instead of being 10 seconds. But also making a penalty for CV drivers not reposition their CV if they get caught. Raised IJN Citadel up to the flight deck. Why? Because that’s how IJN CVs are during WWII, they should have the largest citadel on earth. Battle of Midway proves that. Which brings back somewhat unique traits of IJN CVs and USN CVs back in RTS era. Making IJN CVs about speed and more aggressive than USN CVs which about durability. Introducing new captain skills to replace Hidden Menace. Multi Purpose Attack Aircrafts. Making Attack Aircrafts able to attack enemy planes. This build also makes bombers have its own guns for fighting against aircrafts. Making CVs vs CVs more interesting where you can go pure Fighters build. However, by upgrading this you’ll lose the Fighter consumables on every squadrons. It sounds stupid but it would be funny and making CVs feels more dynamic. This is kinda pisses me off during CV rework where CVs no longer able to control Fighters. Which is stupid considering that’s what CVs are designed for.
WOWS is pay to win and it has skill. It's both. If there were two players of equal skill and one is grinding the tech tree and the other is buying premium ships, flags, commanders then they have an advantage and will win more. In addition they suffer less grind and upkeep expenses. It doesn't mean a whale can defeat a skilled player but it still an advantage. I'd add that WOWS is nowhere close to the awfulness of World of Tanks where playing tier VIII+ is a waste of time unless you're running premium everything.
sounds like you dislike when poeple say p2w. this doesnt bother me as much as getting karma nuked. nothing makes me want to uninstall more than getting negative karma. ill gladly Pay for an option to remove karma system. ill pay money. im serious
Ohh you are so WRONG how many times have you died from a fire? So you have 4000 extra which you can heal back so the 4000 is not 4000. But 4000 x number of heals so in total more like 12000. The fact that guys in ranked and clan battles fly all flags indicates that it is required hence pay to win. I would agree to: wows is a Saint on the pay to win front looking at other games.
@sealordmountbatten let me also refer to your vid about amazing commanders on how impactful a 5%heal is. Further keep up the good work because you are a source of inspiration
I really hate it when you say "Wargaming does a good job". Because they DON'T! WOWS is doing a good job. WOT on the other hand is a P2W hellhole. The Gold ammo is gamebreaking. You have a strict and hard disadvantage if you don't use it, and the whole game is balanced around the gold ammo. So if you don't use gold, you will just die because of that. Same with premium consumables, it's not a just few % that you gain, you gain whole new abilities. Then there are the premium tanks. Those usually are just better in every single aspect. In the early days, the premiums just had a better economy. But from a balance perspective, they were par or even subpar to the normal tree counterparts. This changed, I would say starting with the E25. From that point on, the premiums were just better. In every aspect than their counterparts. And this is the reason why the player numbers of WOT are plummeting into the abyss while WOWS is doing fine.
I honestly cant tell any difference with the flag, because of how shitty the games are rn. Most games are 6 to 7 minute blowouts at the moment because of all the snowflake heroes currently sailing around
Sure, the signal flags are somewhat pay to win. It gives you an advantage, that you can't really use permanently if you don't pay. Therefore it is P2W. This are the facts. Now, more importantly. Is it game-breaking? I would say no. I am an okeyish player with okeyish results, but I barely every use flags. In ranked I use the most important ones, but only those. And I don't feel like I am left out to dry. If I die, I usually have a clear explanation for that, is it a mistake, or bad team. In real P2W games, you don't have an explanation anymore, you only have a: "Ohh well, wallet warrior"
i bought 20 cont and got a t7 and t8. I'd say it's pay for nothing what a rip off. i was really getting into the game but i think ill go back to non wargamming games. never felt so cheated.
It's just a flag! Is the extra % chance of setting a fire or flooding pay to win? Of course! Hay with this flag my secondaries have a .8 km better range than yours. That's a guaranteed win for me. Grow up people.
The heals tied to ships are also scaled based on total HP. So not only does this flag boost a ships total HP but it also slighly boosts your healing potential too.
Not by enough to notice. Kremlin for example heals a max per heal of 18.48% of it's HP, or 20,013.8 HP per heal. The Charlie Kilo flag would boost her HP up to 113,715 total, making each heal be 21,014.5 HP. For a difference per heal of 1000.7 HP. On the tech tree BB with the absolute most HP in the game at current time.
On something like a Schlieffen your heals start at 14063, and with the Charlie Kilo flag go up to 14766, for a difference of... 703 HP per heal. It's not really going to matter outside of the 1/1000 game you somehow live on less than 703 HP. You aren't likely to even notice the difference.
Detonation could also happen from a torpedo hit. One time before they reduced it to only happening when at or below 75% health. I was detonated in a full health FDG when I took a single torpedo hit to the bow at the start of the game. Pissed me off to no end.
I got detonated at full HP when I played the Iowa and Montana for the first time, both times at full HP from a single torpedo.
The fact carrier torpedoes can hit magazines is some extra BS And im the carrier player!
Once watched a 103k hp yamato detonated from 100% when a shima torp struck thru the bow. Can't imagine the rage behind the screen of the yama player 😂😂
I had this too in a couple of ships (Yamato and FDG both around 80% or higher HP), both were torps and both whilst turning. Frustrating AF.
I’m so glad detonation is gone, felt like I was always getting one or two hit with certain ships
I just got this game on pc maybe a month or so ago now. I dont see the pay to win complaint. I also don't feel I need to spend real money to compete. I haven't spent a dime and I compete in ranked and brawl with no problem at all. I am no way a experienced player at this game. I think some ppl just want to be victims these days so they can hate something. To those who spend money on the game I say TY!!! Because of you we have a great free to play game. Happy hunting!!!
It is definitely not pay to win in the traditional regard. But definitely high tier there are some new ships released that are way overpowered and you can only get for real money. Prime recent example: Hildebrandt. That ship is stupidly overpowered and was only available for real money.
its more pay to skip to top tier and then complain you keep dying cos you have no clue how to play, also only need to spend money on premium (if you want to play a goodd while since the xp is nice) and to buy any prem ships that take your fancy
Hold onto this innocence.
It won't impact you much at the lower tiers. I expect as you go higher and compete against more skilled players you'll see why some people are incentivized to buy the premium ships and boosters. At least WOWS has PvE modes like Coop and Operations otherwise it would be insufferable IMO.
@drxym yeah apart from snowflakes and birthday stuff, only time I play ships is when asymmetrical battles are out, super fun and very good xp, can easily grind a whole line in a week or two
The 5% more HP only really matters if that 5% more HP would actually let you live a single shell extra of damage from the average damage of the ship most likely to be shooting at you at your tier. Basically meaning, it's effectively worthless on nearly everything.
Honestly most of the signal flags are more or less redundant and you could easily run without them and not even notice. The only exception was the anti-det flag. As detonations decided more games than I think people realize. If a team loses a ship or two to random chance they may as well have just started the battle without those ships, fighting a 11v12 or a 10v12. End result is fairly obvious. If your teams Kremlin didn't have the repair flag but the other teams did? Yeah that's not going to make or break the battle. Same goes for the HP flag, it's not going to make a difference for the majority of ships.
If someone tries to tell you otherwise they are simply trying to justify why they lost because they can't conceive they could possibly just have been out skilled.
Even on the note of DDs wanting to run the Charlie Kilo flag, if they aren't running SE, they get 895 HP, if they are running SE that's 1070 HP. It's so stupidly rare as you said that a DD would actually survive on that low of HP, even more so at high tier. When DDs get spotted one of two things happens, they ether die very quickly, or no one cares about them for some reason and they just go unspotted again. Any player that says otherwise is simply ether not skilled or so far up their own ass they can't conceive that they got out skilled.
I've also basically just not been running the flag, honestly I don't tend to run flags all that often after sitting down and actually figuring out exactly what they do for me. Normally when I do run flags it's "well I've got a few hundred, may as well use them for a bit."
At this exact moment I think the most impactful flags are, Mike Yankee Soxisix for secondary builds, India Delta if your ship has a super heal, X-Ray Papa Unaone and Sierra Bravo if you are playing a submarine, and that's really about it. Competitive you'd want Sierra Mike on your DDs, but that's about it for randoms it's really not gonna matter.
Sure other flags can give small basically unnoticeable bonuses, but you won't miss them if you were to take them off. A secondary build would miss the secondary flag, a Brit BB would notice not having the healing flag, subs would notice the reduced dive capacity and cool-down on sub surveillance.
It's 5%. It'll make a difference once in awhile, but nothing that could really be called PTW.
I just had a ranked game in Zieten where I killed a ship when I had 4xxx hp left and used up all my heals. I would not have done that without the flag.
Flag gives 3150hp, but the heals are also better by 19hp per second, which also gives me (30,8x4x19=2340) 2340 hp. So in total i gained 5490hp. I would have been dead without it and we popably would have lost the game. After this, our CV was able to kill the last enemy BB and we won.
Edit:
Also, you can burn longer, giving you time to get a heal back or get a last salvo of torps or MB out.
I was below 5k hp multiple times that game.
I feel this comment can apply to so many things people complain about. They have bad luck or just play poorly and want something to blame for their misfortune, and since no game is perfect they will find and latch onto anything other than the fact that they're playing badly/not adapting to events in game, or even just getting unlucky. To be fair to a lot of players, most probably don't actually know most of the mechanics in game or have good mini-map literacy; these things aren't really covered in many tutorials.
@@JoniGSG Congrats! You had the 1/1000 match where it mattered, the same odds as if you had been running an anti det flag and it saved you without you knowing. Like I don't want to sound sarcastic here, but that's not going to be a common occurrence.
Also no the flag does not let you burn for longer. Fires are a flat percent of your HP per second, it doesn't matter what your HP value is, fires do the same percentage of damage per tic, in the same way your heals get better with the flag, fires and floods deal a higher damage number to you as well, while keeping the same percentage.
@@rovelfox7832 Lot of players also listen a little to much to CCs and don't do much learning of the game themselves. Likely why the meta is still so passive, because CCs keep saying it's passive, CCs keep saying the only way to play top tier is to snipe from range, so players do just that. Then CCs complain that the player base is passive... Like my guys... you kind of created this problem.
My first 5 games with the new flag i lived with under 2,000 HP in my Jean Bart and came back to win the game. 2 of those games were krakens that only happened because of the flag. I kept track of it more after that and the amount of games it impacted the overall match was rather substantial. I dont see myself ever not running it now specifically in BBs where it also impacts your healing over the match and combines in power with the heal flag.
The game gives you enough to have them in clan and ranked. If you want to pay to always have them, that’s good too, but not necessary. If anything it gets you dependant on them, and you forget it’s even there.
I ran det flag in like 99% of games. Always bought det and speed flags. They're like the must have flags for me. Especially since I mostly play dd
I run buff flags in Clan Battles only. Economic Flags always. I rarely have to buy flags with in game currency.
5% can be as much as 2 salvos (as a BB getting hit but a cruiser), or as little as 2 shells. it also means more burn damage padding x number of heals
While signal flags do give small boosts, I don't think of them as a pay to win option. In fact, the only ones I feel are mandatory are secondary flags on secondary focused ships, speed flags for DDs and some mid tier BBs, and flood or fire flags on ships that lean heavily into that gimmick. But there are times in randoms that I don't even fly the signal flags and still do fine. OK, maybe in clan fights where every bonus might give an edge then signal flags are mandatory. But this isn't World of Tanks where every high tier tank is firing gold ammo at each other and pay to win is in the meta. Also signal flags are easy to get, either three daily signal crates, or use non-doubloon resources like coal to buy more.
Bottom line, far as I know you can only buy signals with credits or coal. Those are free, you just earn them in game. THAT IS NOT "paying" as "paying to win" would imply. I believe that would be "play to win"... and its a game that you "play" and try to "win"....
I just got the Florida for free in a container from the free side of the Event Pass at Level 20.
Got 1000 doubloons in the first container drop of the day, which was a super container.
Got a bunch of stuff just for logging on to the test server, I tried but couldn't get into any battles for a while, so I logged.
Let's compare it to Survivability Expert on DDs and CCs. A high tier DD will have anything between 25k and 30k hitpoints. SE gives you 350 HP/ tier, so at T9 or T10, you will get 3150 or 3500 HP more, that is between 10% and 14 % more HP, twice what the flag is providing. For CCs, the high tier ships are between 45 and 55 k, SE will Provider a similar effect, probably a bit less. Since BBs don't have SE anymore, the flag is the only was to buff that. So, for DDs and CCs, the flag will be important, especially at lower Tiers...
how does the flag work? is it 5% Base HP? Survivability Expert based on based HP too, right, so its not "19%" more its more like 16% with both
Just because some players can buy ships doesn't mean they can play
I played with someone who bought the teir 9 JAP azuma. Dead within the first 5 minutes. You could give a new player the most powerful ship, and put him against an experienced player in the worst ship, and I bet the experienced player wins 95% of the time. But more HP means more healing. And on a super tanky ship, that 5% boost is more than 5% in effective HP pool. But having an extra 6-7K with SE does help. At least for me.
I still remembered that I've got detonated by splashes of Ohio secondaries in my Sherman. To that, I draw the line that the detonation mechanic are unrealistic. So glad that they remove it.
as a general rule of thumb, i would say that something that increased your health by 5% would only be effective in game 5% of the time. if you play 20 games, 1 in those 20 games might be the crucial game that needed that 5% boost to hp.
i would also say that on ships that have a heal such as BBs, Cruisers and some DDs this is a bit more useful because it also adds health in your heal. not much, but enough
Honestly, I find the speed flag and secondary flag more useful and even those aren't going to win you that many battles compared to if you didn't use them.
They're nice to have but are not necessary.
I've gotten pretty lucky. I've got the Chikuma 2, Hoffman, and Oranje from the golden containers.
Yea ima run this flag for sure. The amount of times i survive a deadly encounter in my dd with like 500-1500hp and help end game of matches is pretty high. Something like a gearing can just cruise around on 1hp dumping torps and ruin high hp targets day lol. That torp build and adrenaline rush is nice. Love little ole gearing. Have thousands of games in it
Lesta gets a what if modernization of the Hood. I hope WG does something similar
Wait really?
I don’t typically run Flags in Random or CoOp… except the Speed Flag on Tennessee and other Painfully Slow ships like her… 🤣
Actually I have seen no ships from my containers.
Collected my 33 tickets, cashed them in for 6 Megas, got zero ships, dick all, not one. 😡
I did same, had same happen, but still got some good things out of those containers.
I spent $50 and got the Hoffman and 180 days. On the other had, I once spent steel on the Flint and the Black.
Subs Did Pop… and still do from time to time… Even without being shot.
Kursk and Thresher come to mind without a search…
I used up all my RNG with x2 180 days of premium and 1x 360 days of premium LOL.
Some of the best ranked ships are behind a paywall. There are usually similar ships but usually not as strong.
I didn't really spend much on the game but I did get the Ashitaka and G Hoffmann from the containers
Flags are not made to drastically change every game you play. They are made for long-term effect, and so the Charlie Kilo isn't op, but it could make a difference if you compare a certain amount of matches played with the flag and without it. And it's definitely not p2w.
I got Hoffman 1st time or the garunteed ship upon 10th Golden container.
i got 3 ships in my free containers. Orion 44, Jinjue (chinese Riga), and Victoria.
Pay to win is for exemple to get the special Pan American commander you needed to buy the required containers so you pay for the containers then you can get the commander.
I didn't pay for the containers so I didn't got the commander so I don"t get the special commander abilities on my Libertad.
I did one shot and Izumo in my first game using the Iowa for about 78k. Good times
And back to the correct time stream...
I got 3 ships ( all of which I actively don't care about) out of like... 30 big containers and however many free small containers WG has given me.
I finally got the Hoffman out of gold containers last night. I spent far too much on Mega crates to get it... Still want the Oranje...
I'd like to see detonations revived exclusively for subs. Once every 60 seconds there's a random chance that the guys in the torpedo room will accidentally drop a torpedo on its head and blow up the sub.
I'd like to see destroyers be spotted every time they selected torpedo armament.
Every other month or so I buy some premium time because I'm grinding so many lines that I unlock 2-3 ships at almost the same time. And with the way WeeGee seems to reward folks with larger ports these days I don't sell off the ships I don't play anymore.
I agree with your ¨pay to save time¨ opinion SeaLord, I think that´s right on the money.
Being a, mostly, FTP, CoOp, no Permium time player I wonder how much difference the flags actually make.
I know if you are competitive player you want every advantage you think you need. In one of the previous Christmas events to knock off snowflakes, after WG changed the rule, I even took ships into battle with no captain. It worked, but you didn't earn any CXP.
I remenber years ago you could spend to get extra charges of consumables, could buy camos that reduced your detection range and other buffs and you could not transfer a captain from different classes of ships and have skills for each captain. So over the years WG has done some good things. Does that make up for CVs and subs in the game? Let me get back to you on that.
I've been playing since 2016. I'm a very long term casual player. It's 5%. It'll make a difference once in a great while, but otherwise, it's a big nothing burger as far as PTW. It's hyperbole for clicks.
The background game has been almost all my games since the update, and it seems I'm always on the Losing side lol
I don't suffer from the FMO malady. I'm not a gamer, WoWs is the only game I play like this. For WoWs, I'm a casual player, playing only Ops. I only spend real money on Premium time bc I'm grinding lines & it's simply not worth playing the game without the Premium bonuses, but that said, I don't feel any pressure whatsoever to pay to win. I've gotten a bunch of Premium ships through crates & stuff so I don't feel any pressure to get those. I'm not a "collector" either, I could care less about collecting all the ships.
I have no desire to grind most lines in the game, but this is bad for me when events like this come around. I was only able to get like 3 or 4 prem santas from my ships. I need more tier X. Rn need two more to get another mega container. I have gotten 180 days prem time and Huron so far. I have prolly used high tier ship rng up for the year since I recently got hildebrand and enterprise for free. I typically grind every event and get as many as containers as possible for free. I use dubs I get for free. I'm 100% f2p so far. Trying to get a couple hundred more dubs for the next BP. Gotta figure out more tier x tho. Can get one more coal. Can finally buy harugamo. Then got to use free xp to get some tech line tier x
so far only got the Tulsa…. still remember the fastest detonation I’ve had 45 secs, Two Brothers in a Kiev …. Took a bind shot from a Yammy over the mid into me…. Boom! Still iffy on losing detonations but like the new flag.
this flag also perks up Plane HP, FDR squadron with more HP then the ship itself.
Its the most free to play online game ever released. I have several accounts where I stricky spend nothing and got tons of premiums and other stuff just by grinding BP, test server and activating codes
No ships yet from containers, pretty much same as last year as well.
I never ran the det flags and maybe get detonated only 3 or 4 times a year. Now I have a little over 4000 flags of the new type.
Sell them... 4000 flags is worth A LOT of credits.
I don't know what it is but of the last 15 random and ranked games I played I was only twice in the winning team with lots of blow out games. I don't care if I'm a better player on the losing team, I would rather be a weaker player on a winning team in a balanced match.
people love complaining.. we all have grumbles with WG.. but then they will do something amazing.. i bought 20 mega boxes today... and i got the S189 scumarine.. then the Bagration... then a golden box which SHOCKINGLY had a ship in it, Prinz van Oranje.. with just 2 boxes to go i thought that was it and would have been perfectly happy... then i got MISSOURI ... no freaking way!!!??? i've been playing since 2015 and hoping to get this ship in a box.. 2024 it happens.. but its same with matches, some days you cannot get a win, then the next you can't lose
I really do not see too much difference between premium time and standard. Only real difference is you get more credits and xp which can be mitigated when you have a crappy game. It takes less time to grind stuff. Yeah you can have a premium ship that does cool things but you still cant take a wall of torps and 5 guys attacking at full health.
Premium is meant to be a time booster not a winning mechanic. Ive paid money for premiums and done just as bad in tech tree at times other times had great games.
Its all about your SKILL and the opponents SKILL. Those that say pay to win in this game do not understand how the game works or just have giving a bad hand. No different than a game of cards.
Flag? It's the mod that you buy when you first unlock the ship that they removed so you have to go back and select main armaments or secondary. They replaced that with the 5% flag. Pay to win, no, more arcade, definitely. Doesn't matter though, with 6v6 and even 4v4 random standard battles now becoming more regular on the NA server in mid to upper tier battles, the writing is pretty much on the wall.
They cater to a smaller and smaller niche in a shrinking player base and wonder why it's not the game that it could have been.
I spend plenty of money in this game and lose all the time. It's pretty frustrating. No ammount of money will save you from seeing all your teams DDs sunk in the first 3 minutes while the other team has all of theirs.
12 mega containers, no ship.
Detonation should be in the game, but only for real steel ships that detonated in real life, aka Arizona, Hood etc
Reasonably you would expect it to make a difference on average in 1 game in 21.
"We work with what we've got, right?" Rhodie
Did anyone got free ship from Advent Calender? I got a super container from there this morning, and it's a Jager. Hahaha, what a suprise.
I like how you say there was a premium ammo scare. But it was just people who didn't pay attention during reading and they had the clarify but apparently 10% of the player base has no reading comprehension.
jI want a new module to replace the anti detonation module. Maybe 3% HP?
ony got 1 ship in my containers...the French T6 cv...sold it right away...my life sucks...
I swear players are just finding any reason to complain about the game now
For anything besides DDs my thoughts are "Just have better aim" and it solves the problem. For DDs it helps but isnt game breaking. Oh well i hardly ever play PvP so it doesnt effect me in the long run.
I like it but I also keep forgetting to set it up on my ships lol
what are you talking about deto flag on bb was a must becouse you could been deathstruck from 90% hp with one bullet
i've spent around $200 usd n only 2 tier 8's cpl tier 6's ones not available in shop.... tiers i really dont hardly play anymore. So i'm in the same boat as u sea lord
I have a 1800 of those flags. I never use flags so I have a ton of them..... . .
Removal of detonations is awsome...but id say remove the flags as consumables and let us pick and chose what to bring at no cost! Repair and rearm cost is alredy high enouth as it is... u practicaly cant make credits without bonuses on t10 tech ships add in 100k per flag and costs ballon out of control if u use 3 to 4 of them imagine if u run all 8...
i dont miss the detonation mechanic,.. every 2nd game i didnt ran the flags i detonated,...so i was forced to run the flag permanently. i am happy its finaly gone.
I would have preferred a chance of det chance on a citadel only. That would have eliminated the deadly radar dish but preserved the ammo compartment det.
I mean i feel like the detonations were just a fun break from the game
operations and coop games just got that much harder cause detonations often turned a losing a battle into a victory, in my experience.
good save sea lord lol
never not once have i asked for detonations to be removed.... it was a nice random thing in game to occur (blowing one up) and easy to avoid (get flag). Also WG... we have historical ship game... also WG its an ARCADE game its not realistic
Just got a Benham out of a std Santa container 👌
No, no I'm not. 1 of 14 premium containers with a sad sad ship
Not pay to win and i only hear this from content creators when they say other people are saying it. I never hear this from other players. Pay for a better ship is more accurate. Winning requires skill and good teammates.
I can dump all the money in the world, but that won’t tell me where to position my ship or how to not get deleted.
So my clan mates and myself have only seen the same 15 ships.with about a thousand mega crates opened we have all seen these ships
Theseus, jupiter42, orion44, picardie, elli, tiger, last years event had alot more different ships, but all the videos on TH-cam for this year is all the same ships
no big deal, just means you can farm more damage to pad the stats lol
would be far better they would fix their aiming system than removing detonation mechanics. Perfectly aligning your shots just for every last shell to fall short is just BS.
0 ships so far from santa containers. doing great. so much Big EXP
If you play someone that doesn't know how to in a p2p ship your fine but if you're in a regular ship and someone of equal intelligence then ya them premium shit on regular shit.
Don't cross the streams! It would be bad.
Oh, yes, it's pay to win
it is pain to win :)
Got a bunch of 7-8 tier trash... Yaaay
Yes
I have AA rework proposal idea. Where making it fair to every sides, especially on surface fleet POV. Let me cook.
This new AA rework is basically pretty much overhaul for all of the AAs. And some main batteries and secondaries.
1) Each AA now have max range independently. Means instead of one big bubble. Each AA guns will have its own Bubbles. For examplem if Aircraft heads in to your nose. AA at the cloest to the nose will target the aircrafts first before the rear AA. This means that each AA will do its own independent damages and stack with one and another. For example, 40mm Bofors does 80 damage per second. They will do 80 damage per second on each Bofors if we have lets say, Iowa. Have 19 40mm Bofors on board. 11 can attack at each side means dps of Bofors overall wrap up 11x80=880 DPS. That is only 40mm Bofors alone.
2) Each AA gun caliber have its own range. 40mm Bofors have maximum range in WOWs 5.8km. So 880 dps already start at 5.8km. But it also still have to stacks 20mm short range AA which is 3km range. They do only 20dps but if we place Iowa here again, they have like 46 of these guns. So 20 x 46 = 920 dps let’s divided by each side so I’ll cut that dps in half 920/2=460 alpha from short range. Combine with already cracked 880 at mid range 880 + 460 = 1340 dps in average. Ofcorse we have to count the factor that each AA destroyed will lose the raw damage over time. But we still messing some thing. Flak damage. So let’s go the number 3.
3) All Dual Purpose guns. Main or secondaries can be activated to target aircrafts. By pressing “O” any Dual Purpose guns will become AA mode and become flak damage. These flak still behave like CV rework flak but there’s a catch. Each dual purpose gun barrels are considered flaks. Means if Iowa have 10 127mm on each sides, they will have 10 Flaks. These Secondaries flak mode will also reduce the reload by 50%. Means these guns will reload at 2.7s. They still do the same HE damage as regular secondaries/main batteries. Iowa secondary range was roughly around 6km but we decided to make it more interesting by having flak mode Dual Purpose 127mm will have 8km range instead. It have flak dispersion 5.5m/km. So they aren’t that accurate. This also count on any Atlanta Class as well. San Diego will now go Dakka on planes. Remember like AA I said. These flaks also ties on Secondaries. If they were destroyed you will lose the flaks too. Now, let’s go crazy. When I said any Dual Purpose can be AA and I mean any guns that are historically able to shoot Aircrafts effectively or not can be count as AA. Yes, this means all Yamato guns can target air in this. Including 46cm. 460mm would be an absolute insanity if I make the stats the same as other AAs. It would deplane right before any AA in ranage and it wouldn’t be fun for any CV mains out there get plane sniped from 25km. So let’s rework on this. 460mm historically isn’t very effective AA guns but I do like the concept of Type 3 rounds. So let’s make it happening. Type 3 rounds are basically super Flaks it does only 200 alpha but instead of overall HP of the squadrons like normal flaks do. Type 3 will do damage on every single Aircrafts 200 damage evenly if you get hit by the radius of Yamato’s 46cm guns. The range of 46cm guns to target air also need to be reduce as 25km is just insanity and people will make Yamato as an AA platform. Her 46cm guns will have 15km AA range. With only 15 seconds reload on the Flaks. This still not stacking with 155mm that have 10km AA range and 127mm that share the same AA range as Iowa. 25mm short range AA also share the same stats as 20mm too, just slightly more range, 4km. So, continuous damage on these 25mm 30 of these guns. Each doing 20 alpha respectively. 20x30= 1500 dps. But again. Reduce that by half so only 750 DPS. Very pathetic tbh.
Now the downside of Dual Purpose guns. If you switch to AA mode (by pressing O). These Dual Purpose guns will only target air. It will refuse to target surface ships. This measn if you press AA mode on either Atalnta class or Yamato Class. You basically cannot use your main guns. Ofcorse you can switch back at your own will. Oh and Flak will becomes better accuracy if you fly the plane more predictably or flying to the straight line for too long.
Quality of life improvements. Low HP ships will have hull lowered into the water to make it harder to be citadel. No, you will not act the same as Subs. Subs will have zero of the changes for now.
Don't really see how that idea would be "fair to every side" because lets use some of your maths here.
Montana has 20x4 40mm guns, and at most angles roughly 44 of those 40mm barrels could see an incoming attack, or based on your maths 44x80= 3520 dps. That would be effectively an FDR plane shot down every second, or ~2 Richthofen planes shot down every second, and that's just on the 40mm guns. Basically it would turn basically every top tier BB into a full on no fly zone, unless you also massively buffed the HP of the planes. Also 40mm guns are solidly mid range, can't find a single example of a navy ever making it doctrine to fire a 40mm past around 3.5km to 4km during WW2. They simply were not effective at longer ranges.
Also increasing flak range is just asking for frustration, flak is already buggy and sometimes just spawns where ever it feels like, I'd rather see it removed and long range AA just be given a DPS buff to compensate. Them using the same damage as secondaries on a faster reload for hitting planes would also add to the full on no fly zone. Even at 2.7s that would be 18,000 damage every 2.7s from your Iowa in your example, starting at 8km, a Midway torpedo bomber squad with no skills of modulus has 18,360 HP. So that would be a 8km burst that could simply delete the CVs whole squad at ZERO downside to the Iowa because you would have no reason to not just always have the O key pressed.
So unless you also plan on ether removing the aircraft limit on CVs or giving them roughly 6x more plane HP, your idea would do nothing except make it so CVs simply can't play the game period.
All of this is also without going into how wildly unrealistic AA being that effective would be. What we have in game is already more effective than IRL AA by quite a bit, at least for shooting down aircraft.
As an alternative and to make AA more realistic, how about we cut AA damage but make AA cause planes to disperse and not drop correctly? You know what AA actually did. It was fairly rare for planes to get shot down by ship based AA, most air interception was done by ether land or ship launched fighters. Ship AA was a deterrent, it caused pilots to fly erratically and not be able to drop properly thus making attacks less effective. Also lets turn every squad into effectively a Russian CV squad, it's a bit silly in a attack wing of 12 aircraft to only have 3 actually go down for the attack, and with the attack being dispersed it would mean you would basically never be able to deal full damage from the CV it would also reduce the amount of time a CV could continue to spot a target after an attack because they wouldn't have extra aircraft floating around after the attack. Would also mean any aircraft actually shot down would reduce the potential damage from the attack.
@ I like your idea a bit more tbh. Maybe let’s play around with Flak like maybe remove the heal from Aircrafts and Flaks doesn’t do much damage but it is basically High Explosive for planes. Where if aircrafts get hit by flaks, there was 25% chance to caught on fire which will burn your HP on the aircrafts. Hitting by Flaks also results in Increase drop dispersion by 50% and increase aiming time by 25%. DFAA will triple the percentage. Torpedoes and AP bombs on Aircrafts will not pemenantly remove your HP. You can heal it back from AP citadel or Torpedo belt hit by 75% of the damage that it causes. So it doesn’t felt annoying to fight much. If we don’t want to change AA continuous damage then Aircraft factory mechanics needs to go.
Actually comes to think of it. All WG has to do is remove CV an ability to produce Aircrafts and makes them all have limits.
Now, the reason why I made that crazy concept is because a Naval Building Game, Naval Art recently released Carrier update where you can build CVs and use the Aircrafts. The playstyle on the Aircrafts were RTS style like how WOWs back then does for and the AA were pretty much the same concept on what I just said. But it much crazier like 127mm can target Aircrafts within 11.5km. Surprisingly, these AAs doesn’t deplane enemy aircrafts fast enough with Vanilla AA guns. I think the damage I gave to Iowa was Moded from the game where AA was jacked a little. But in that game, First Squadrons will never survive from Montana’s AA guns.
@@tsuaririndoku I mean technically CVs do have a limited number of aircraft, the current system basically just makes it so you are unlikely to see your actual total. It's also not really unrealistic that a CV would prepare more aircraft to launch after losing some. They would just need their squad to return down a few planes to know they need to prepare another one.
I did the maths ages ago and don't have it on hand, but Midway for example at maximum plane replenishment from the moment the battle begins, still doesn't real her real life theoretical total of aircraft. I mean this may shock you, but even Kearsarge carries a realistic number of aircraft with her tactical squad, at least based on the design documents I could find. As she was designed to carry 45 of a large fixed wing aircraft and the F8F Bearcat she gets in game not only has a really short runway time but also had folding wings, allowing for more to fit into storage so in theory should could have carried the possible 55 total aircraft she is able to have over a 20 minute battle. So like I'd be fine with CVs losing their aircraft prep, if it meant they just had a realistic total of aircraft on hypothetical designs and the real life theoretical capacity for ones that actually existed.
It does sound like that Naval Art game has AA a bit over tuned, based on American data from WW2, the rounds per bird in 1945 for 127mm proxy shells was 366, 76mm/50 was 359, 40mm was 1508, 28mm 3723, 20mm 4398, 12.7mm/.50 cal 11,285. Also those engagement ranges seem a bit far. From what I remember the Americans didn't open up with their 127mm guns until their target was around 8,000 yards or 7.3km away because the shell flight time was so long. At that range the flight time is nearly 15 seconds. That's plenty of time for a plane to move out of the way, but at 11.5km it would be closer to 45 seconds(these are based on American data). Not saying they couldn't shoot farther and with advancements in radar tech I'm sure they did, but the 127mm guns had rather slow shells.
If you want a neat read, search on your search engine of choice "Anti Aircraft Action Summary America WW2" should find a few declassified documents you can read on American AA in WW2. There is quite a few of them, though some can be harder to find than others. October 1945, and COMINCH P-009 are rather easy to find though.
@ So in order to balance the CV, maybe we just allow them to have 1 squadrons (each) ready on the deck. They all have limited aircrafts and cannot be replenished if the current squadrons still up. So it force CV players to cycle their planes. Each squadrons will have 10 seconds cooldown after returning animation (landing on the deck ends) which is about 10 seconds. During rearmament, CV will also start replenish aircrafts from reserves which requires 1 min to replenish each aircraft. It sounds very long abut it is a penalty for wasting aircrafts. This means in order to wait for the squadrons to be filled. You have to use other squadrons while cycling. This is to prevent aircraft spam. This can be play things around to make each nation CVs a bit more unique. For example, IJN CVs will have replenish time shortened for 5 seconds instead of being 10 seconds. But also making a penalty for CV drivers not reposition their CV if they get caught. Raised IJN Citadel up to the flight deck. Why? Because that’s how IJN CVs are during WWII, they should have the largest citadel on earth. Battle of Midway proves that. Which brings back somewhat unique traits of IJN CVs and USN CVs back in RTS era. Making IJN CVs about speed and more aggressive than USN CVs which about durability. Introducing new captain skills to replace Hidden Menace. Multi Purpose Attack Aircrafts. Making Attack Aircrafts able to attack enemy planes. This build also makes bombers have its own guns for fighting against aircrafts. Making CVs vs CVs more interesting where you can go pure Fighters build. However, by upgrading this you’ll lose the Fighter consumables on every squadrons. It sounds stupid but it would be funny and making CVs feels more dynamic. This is kinda pisses me off during CV rework where CVs no longer able to control Fighters. Which is stupid considering that’s what CVs are designed for.
and also wooden decks!!!!!!!
Detonation was cool, but the crybabies made it go away. Typical.
WOWS is pay to win and it has skill. It's both. If there were two players of equal skill and one is grinding the tech tree and the other is buying premium ships, flags, commanders then they have an advantage and will win more. In addition they suffer less grind and upkeep expenses. It doesn't mean a whale can defeat a skilled player but it still an advantage. I'd add that WOWS is nowhere close to the awfulness of World of Tanks where playing tier VIII+ is a waste of time unless you're running premium everything.
the whole flag thing is ridiculous IMO
sounds like you dislike when poeple say p2w. this doesnt bother me as much as getting karma nuked. nothing makes me want to uninstall more than getting negative karma. ill gladly Pay for an option to remove karma system. ill pay money. im serious
Ohh you are so WRONG how many times have you died from a fire? So you have 4000 extra which you can heal back so the 4000 is not 4000. But 4000 x number of heals so in total more like 12000.
The fact that guys in ranked and clan battles fly all flags indicates that it is required hence pay to win.
I would agree to: wows is a Saint on the pay to win front looking at other games.
Fire burns a percentage of your HP not a fixed amount
@sealordmountbatten let me also refer to your vid about amazing commanders on how impactful a 5%heal is. Further keep up the good work because you are a source of inspiration
I really hate it when you say "Wargaming does a good job". Because they DON'T!
WOWS is doing a good job. WOT on the other hand is a P2W hellhole.
The Gold ammo is gamebreaking. You have a strict and hard disadvantage if you don't use it, and the whole game is balanced around the gold ammo. So if you don't use gold, you will just die because of that. Same with premium consumables, it's not a just few % that you gain, you gain whole new abilities.
Then there are the premium tanks. Those usually are just better in every single aspect.
In the early days, the premiums just had a better economy. But from a balance perspective, they were par or even subpar to the normal tree counterparts.
This changed, I would say starting with the E25. From that point on, the premiums were just better. In every aspect than their counterparts.
And this is the reason why the player numbers of WOT are plummeting into the abyss while WOWS is doing fine.
I honestly cant tell any difference with the flag, because of how shitty the games are rn. Most games are 6 to 7 minute blowouts at the moment because of all the snowflake heroes currently sailing around
Sure, the signal flags are somewhat pay to win. It gives you an advantage, that you can't really use permanently if you don't pay. Therefore it is P2W.
This are the facts.
Now, more importantly. Is it game-breaking?
I would say no. I am an okeyish player with okeyish results, but I barely every use flags.
In ranked I use the most important ones, but only those. And I don't feel like I am left out to dry. If I die, I usually have a clear explanation for that, is it a mistake, or bad team.
In real P2W games, you don't have an explanation anymore, you only have a: "Ohh well, wallet warrior"
i bought 20 cont and got a t7 and t8. I'd say it's pay for nothing what a rip off. i was really getting into the game but i think ill go back to non wargamming games. never felt so cheated.
It's just a flag! Is the extra % chance of setting a fire or flooding pay to win? Of course!
Hay with this flag my secondaries have a .8 km better range than yours. That's a guaranteed win for me.
Grow up people.
another reason this game has jumped the shark it's getting more and more fakey than it ever was
how is this p2w? you dont spend money on flags, you spend coal or credits.
Getting a bit tired of these clickbait titles from you