Ahskance

Ahskance



31 Dec

Comment
    Ahskance on Forums - Thread - Direct

I suppose I have a question then. What do you feel needs to happen to make up for your bad experience?

Comment
    Ahskance on Forums - Thread - Direct

Also, remember that you can under-queue by bringing a group that is less than full. That can help spruce up the earnings for the folks that aren't on the "farm path"

Comment
    Ahskance on Forums - Thread - Direct

As I just told another player. If you want to enjoy Narai, the best option is going to be Division'ing up with others. You can find people in the Operations channel nearly 24 hours a day.

Comment
    Ahskance on Forums - Thread - Direct

Sorry to hear about your situation :\

As was suggested above, you may need to give it time. The 90 days of Inactivity is likely a good benchmark for when you'll want to send a Ticket in.

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    Ahskance on Forums - Thread - Direct

You might try running a group if you wanted to go crazy with the Flags/Camos. If you don't have a regular group in your Clan, you can find folks looking to run Narai almost all day everyday in the Operations channel

Comment
    Ahskance on Forums - Thread - Direct

Sure, it could have been improved upon. Still, this is about a free code redemption, so let's all please keep perspective on the situation.

Comment
    Ahskance on Forums - Thread - Direct

As it states "you earn", I would say no. Please do not look at conversion with an eye for an extra bonus amount.

Comment
    Ahskance on Forums - Thread - Direct

With a great deal of the company off work due to Holidays, potentially a lot.

There's a tool that can creat combat missions, though I believe it requires various approval processes and a decent amount of time to enact. This may very well have been a fun New Year's idea that happened recently, so the creator decided a raw data pull/reward situation would be easier to do.

Sure, that sounds like a large waste of time to me. Ultimately, it's just inputing 2 dates and searching participating accounts. It'll return a number for what those accounts earned during that time period.

It would be hard to miss data, as it's just a simple search function.

Comment
    Ahskance on Forums - Thread - Direct

They're quite easy to do once you do get the Repulse. As an example, I did a Co-Op Only grind through the mission chain and it only took me a little over 5 hours.

Comment
    Ahskance on Forums - Thread - Direct

This video does describe how the Dockyard process works:



Direct Video Link: https://www.youtube.com/watch?v=R-H2zh83JT4

Comment
    Ahskance on Forums - Thread - Direct

Basic gist was:

Numbers = Amount of Health in a Ship's Section allowing for 1/3 rated damage to be dealt per shell hit


Percentages = Percentage of Total Ship Health distributed to that section. (Though as noted above, there might not be a "second health phase" for the center torso and I may have calculated the "remaining Hull" numbers instead.)

Comment
    Ahskance on Forums - Thread - Direct

I didn't worry about doing so. My only interest was in determining the "Health in the Section". Once the "Health" is depleted, the remaing 1/6th of rated damage is drawn from the "Entire Hull" catagory.

It could also be that the Kleber's "second saturation phase" was simply the "Entire Hull" having run out. I never thought to test other sections after depleting the center though, as the ship was nearly dead anyway. Thinking back, it's likely that was the case.

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    Ahskance on Forums - Thread - Direct

For those interested, when Codes are created they are made in a batch. It could be a batch of 5, or 50, or 500,000. Whatever the size is, that's what gets generated.

There is a setting to allow only a certain number of Codes from a batch to be redeemed. In this case, it looks like it was set to "1".

The wording in the message about "Your Personal Code" isn't actually a code that is specifically keyed to your account only... it's more a bit of salesmanship as people are going to want to Redeem a code they're given.

The second code is a thing for you to provide to someone you know, which is going to have more of a "friend that hasn't played in a while" style of feel to it... because the folks that are currently playing already got a code.

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It might have been more conceptually correct to generate 2 batches, instead.

One batch with 1 Redeem for the "Personal" code area,

...

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    Ahskance on Forums - Thread - Direct

For those participating, the system will do a query on your account:

"Amount of Free XP earned from:

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Whatever the number is, you will be given an extra 22% of that number for participating in the New Year Event thing~

Comment
    Ahskance on Forums - Thread - Direct

@CrakShott @Trash_Taste_In_Waifus @JamesTomb

I did some training room tests and determined the new health distribution on the Kleber. I also did a Harugumo as a "standard" DD reference.

Old style numbers on the Kleber were:


New distribution is:


The "second" level of Saturation on the mid-ships is a 10% damage taken. Similar to dealing damage to a "dead" section like a fully saturated nose or aft.

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The Harugumo has no saturation at all midship, so the damage distribution is different.

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    Ahskance on Forums - Thread - Direct

Yep, it was Hotfixed about 2 days after it was discovered.

It was altered slightly in that the additional HP is now spread out to ship sections in the same way as when you go from an A Hull to a B Hull

Comment
    Ahskance on Forums - Thread - Direct

In my experience, it comes down to shells landing.

While out-trading a poor-accuracy DD is definitely in the cards if that situation presents, I went more with a general statement as folks might dip their toe into a 6-7km DD fight and be surprised in how monumentally unpleasant a result they will receive.

If the Enemy DD is actually scoring hits on you at nearly the same rate as you're hitting them, the Khaba line feels like it's constantly losing due to poor DPM.

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    Ahskance on Forums - Thread - Direct

I did the Khaba grind after the Coal-move was announced. Every single one of those ships wants RANGE, usually about 15km of it.

I can say they are zippy enough to shell juke and are quite enjoyable in that sense. Beware though, they can NOT fight other DDs.

Match enclosed:



Direct Video Link: https://www.youtube.com/watch?v=Th28RNV8dO8

Comment
    Ahskance on Forums - Thread - Direct

No, my response was about why you can see so many Battleships in a queue. They are less likely to get slaughtered while a newer player figures out ship handling and play patterns.

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I don't have any official reasoning to give as to why ASW is one way or the other. Subs are still in testing.

Conjecture would state that Battleship detection being so much larger than Cruisers means additional range is required for interacting against a Sub attacking from further distances. Further, Battleships are Capital Ships and known for carrying large guns that do large amounts of damage. The idea that they have powerful ASW is thematic under that line of logic.

The argument for Cruisers to hold the ASW specialty is interesting, as it could allow them to fit more of the consumable/variable roleset. However, Cruisers can get closer to subs before being detected (Air Detect Range is used for a Sub at Periscope Depth) and should b...

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    Ahskance on Forums - Thread - Direct

Alright, this thread is wandering afield.

I've pruned posts that aren't talking about the guy's Replay that he posted.

This isn't a thread to figure out what the word "Counter" means, nor dive into the ocean of The Great CV Debate. As @Bandi73 asked earlier, a new thread is best for starting a fresh conversation on such a topic.