Ahskance

Ahskance



02 May

Comment
    Ahskance on Forums - Thread - Direct

The conditional advantage of Hydro is that something be close enough to interact with the Hydro. In the absense of that, there was no advantage, though it is nice to know that it's there should it be needed.

Comment
    Ahskance on Forums - Thread - Direct

I will say it's strange to read something saying that current non-buffed levels of AA are doing fine. Still, a player doesn't choose what level of CV player they are matched against, so if you prefer to be more independant in your positioning than DFAA can be well-suited for providing you comfort in doing that. If it's not needed, that's great. Hydro can similarly be not needed, which is also great (as it means your team is controlling the situation enough to free you of concern).

Comment
    Ahskance on Forums - Thread - Direct

The "PvE skill check" likely refers to Flak, but it's not correct to focus on Flak damage just because it's a large damage number. Flak does have the possibility of dealing immense damage and stopping a squadron, but as has been repeated many times it's not something to expect or bet on. Personally, I think of Flak as a Critical Hit mechanic akin to each Flak puff providing a 1% chance of providing a large amount of damage, so 10 flak might equate to a ~10% chance of occurrence as an easy short-hand expectation.

Continuous Damage stacks multiplicatively. A Cruiser that has no DFAA, no flags, no skills, no upgrades can at most reach 150% output. A Cruiser that has DFAA, Flag, Skills, and a Slot 6 Upgrade for "all-in commitment" reaches up to 380% output. It's a 2.5 fold increase even without Flak ever touching an enemy plane.

Given the above range, if attacking an unspec'd Cruiser that costs 1.5 planes to strike there's an expectation of being str...

Read more

01 May

Comment
    Ahskance on Forums - Thread - Direct

In case you were assuming the player was the channel owner, the video is a match from this player: https://wows-numbers.com/player/514647997,Animalul2012/

What percentage of the total CV-playing population do you think that is?

Comment
    Ahskance on Forums - Thread - Direct

I helped host KotS 15's Finals over the weekend, so those were two loong days~

I's tired.

Comment
    Ahskance on Forums - Thread - Direct

There is a pinned thread where you can report issues. Please make sure to provide replays for analysis.

Comment
    Ahskance on Forums - Thread - Direct

You can contact Customer Support to try and figure it out with them. I believe this would be the place to start: https://na.wargaming.net/support/en/products/wows/help/30972/30973/30974/

Comment
    Ahskance on Forums - Thread - Direct

Can you give me more context on your question?

Comment
    Ahskance on Forums - Thread - Direct

You can find that information in my Compendium:

Look in the this section:

Then in the German area:

Comment
    Ahskance on Forums - Thread - Direct

The end reward of the Dockyard Event is a Tier 9 ship, but you are correct that you must spend Doubloons in order to acquire it. Still, when creating the event the end prize must be weighed when evaluating the amount of effort that is required to attain it, discount or no.

The Dockyard doesn't have to be completed to get a host of rewards from all the stages which can be achieved just by playing the game.

-

The Co-Op Compatibility Review is for making sure that everything can be done by a strictly Co-Op player. Operations are another PvE activity, but it has been pointed out correctly that there are players which only play in the Co-Op Mode while still wanting to take part in major content beats as well as side missions for flags and patches and other fun recognitions.

I'm assuming "he" is meaning me? To be honest, 2,300 Base XP is extrodinarily hard to achieve. It certainly can happen, even multi...

Read more
Comment
    Ahskance on Forums - Thread - Direct

Rather than just give you a cookie-cutter response, I've made a video that discusses the options available:

Comment
    Ahskance on Forums - Thread - Direct

I've looked over the situation and it does look like the numbers are set correctly.

Our combat missions have a general expectation of how many battles they will take to be completed. If a player is looking to do two of the specific ship missions (you can avoid one of them by completing the week's challenge mission if you enjoy trying for those), it's probably going to take around 30-40 battles for each if you are using Green Bonuses. Blue Bonuses are available via the Battle Pass and other events, but they are a rare resource in general.

In order to reach the 255,000 Commander XP in 30-40 battles with Green Bonuses and a Tier 9+ Premium Ship (for another +100% Commander XP via the Bonus Package), you would need either:

an average of about 1,800 Base XP if you are not using Premium Time.


an average of about 1,100 Base XP if you are using Premium Time.

There are also Daily Win Bonuses that can assi...

Read more

30 Apr

Comment
    Ahskance on Forums - Thread - Direct

I'm heading into the office after I write this post so I can help host the NA Regional Finals of KotS 15 with Boggzy. But here's some prelim numbers:

255,000 CommXP breaks down to:

Non-Premium:


Premium Time active:


The numbers certainly look intense for non-premium. Again, I'll double-check the plan later.

Comment
    Ahskance on Forums - Thread - Direct

I can double-check this, but it is likely correct as shown. The "non-ship-specific" missions do tend to be a little lighter than the specific ones, though some larger Base XP missions may be large as many games will be needed to cover the week's activities.

Dockyards are longer events, so it's not unexpected that players will use some Ecobonuses along the way. You can get Grey and Green Ecobonuses from choosing the Economic Bonuses containers for your daily container rewards.


29 Apr

Comment
    Ahskance on Forums - Thread - Direct

The center of the map can often be a death-trap in the early-mid game. Enemies will be out wide on both flanks fighting for position and could potentially shoot at ships in the center from multiple angles which is hard to protect from. Some ships are small or work especially well with island-based positioning, so they can play more middle-map positions with an expectation of safety or capability.

Ships that can excel on a flank will often be damage resistant ships which can be played open water, or ships that require being out at wider angles to make sure their shells can pen their enemies. The damage resistant (or avoidant) nature of a ship can help to win the trades on a flank and slow the enemy's advance, turn the advance, or win outright through attrition. As for the angle requirements, Italian cruisers are an example of a shipline that needs to have enough angle on their targets for the SAP shells to bite in.

Island based ships can also perfo...

Read more

28 Apr

Comment
    Ahskance on Forums - Thread - Direct

We already have smaller maps in most Brawls, as they aren't often 12v12. Also, Ranked and Clan Battles typically have maps which are reduced in size to accommodate the smaller teams.

It's important to recognize why players hold back in the early stages of a match. The more enemies there are, the more players can focus down the first target which moves forward. This typically leads to several minutes of attrition as players try to "trade" (deal more damage than they take) from safer positions or longer distances. As the enemies are sunk or driven back over time, it becomes safer to move forward and engage in more aggressive tactics.

Smaller Brawls like 2v2, 3v3, and 4v4 result in a lot of players going in directly. The early phase of the match doesn't need to be a full-on attrition phase as there are less enemies that can focus on a single ship. While no ship wants to be focused by 2, 3, or 4 ships, there's a large difference i...

Read more

27 Apr

Post
    Ahskance on Forums - Thread - Direct

Hello, Captains!

A new DevBlog has been posted here: https://blog.worldofwarships.com/blog/441

Please leave any feedback you have here.

Thank you!

Comment
    Ahskance on Forums - Thread - Direct

You could stop and reverse, sure. The island pushes you away slightly which allows you to reverse, though you can also go forward as shown in the training room demonstration.

Post
    Ahskance on Forums - Thread - Direct

From the Update Article: https://worldofwarships.com/en/news/game-updates/update-123-seychelles/#technical-updates


Here's a brief video showing you the mechanic in action:

Comment
    Ahskance on Forums - Thread - Direct

Thanks for coming out to the Hornet! Also, thanks for your suggestions <3

Tagging @Legionnare to let him know about Achor's Aweigh stuff!