Do you see the default player panels provided by the game client?
Do you see the default player panels provided by the game client?
There is a wind-up time when the Fighters are deployed before they begin to Patrol. If you're deploying your Fighters when enemy planes are 7-10km away, you're doing that correctly.
Next comes the interaction. There is roughly a 2 sec "Latch" time where the Fighters will see a threat in their area and then start to chase it. When they get close enough and enough time has passed since enemy planes came into range, they begin to shoot and kill 1 enemy plane per Fighter. If you are attacked by a long-range weapon like Skip Bombs and Long-Dropped Torps your Fighter may not have enough time to "Latch" to engage and shoot. If you are attacked by a Russian CV, Fighters do not attack enemy planes which has used their weapons, so once the RU CV attacks they are no longer Fighter targets.
Fighters will work best against Dive Bombers and situations where you are sailing away from the attack angle to prolong the engagement window and give more time for the F...
Read moreAs a Hybrid, her planes give her versatility that other ships don't really have. That is a remarkable advantage even if the planes aren't very powerful. Situational Flexibility is a strength on its own.
Her Concealment is great, her guns are solid, and her torps are wonderful when you're kiting away. She's a Cruiser first, hybrid second.
The new system is incredibly basic. You pick a Bonus for a Resource, and you get more of that Resource. You are limited to 1 Bonus each for the four different resources (Credits, XP, Comm XP, and Free XP). The system is very straightforward and new-player friendly.
The reason you see mountains of math is because of converting 7 years of stuff from Old System to New System. You also see mountains of math because min-max'ing situations is determined through heavy math and theorycrafting, and we have many players that want to understand the situation backwards and forwards so they can plan everything they will do.
The Spring Sky + Full Set Generates these "Effective" numbers
Credits: 145% Bonus
Earned XP: 575% Bonus
Comm XP : 1,458% Bonus
Free XP: 8,063% Bonus (16,127 / 2 as the Free XP Coefficient moves from 5% to 10% in the new system)
So to match/exceed, you would use:
Tier 3 - 160% Credit Bonus
Tier 3 - 800% XP Bonus
Tier 4 - 1,600% Comm XP Bonus
Tier 4 - 7200% Free XP Bonus (short by ~10% = 8,062% - 806.2% = 7,255.8%)
The Type 59 + Full Set Generates these "Effective" numbers
Credits: 145% Bonus
Earned XP: 575% Bonus
Comm XP : 1,458% Bonus
Free XP: 5,441% Bonus (10,882 / 2 as the Free XP Coefficient moves from 5% to 10% in the new system)
So to match/exceed, you would use:
Tier 3 - 160% Credit Bonus
Tier 3 - 800% XP Bonus
Tier 4 - 1,600% Comm XP Bonus
Tier 4 - 7200% Free XP Bonus
The Super Camos are the Outlier that the Tier 4 bonuses cannot keep up with.
A 200% XP Camo with a Full Economic and Full Dragon Set is still a large investment of Rare and Uncommon items. The Tier 4 Bonuses are large enough to handle conditions that are not the specific outliers stated above, and even then the Conversion still factors the earning potential of them to credit additional Bonuses such that the player is taken care of.
A ping only generates a Notification. Once the person receives the Notification, there is no further interaction.
There's no reason to remove anything.
Asian Lantern + Full Signals (Econ + Dragon) and Spring Sky + Fill Signals (Econ and Dragon) are the outliers that the highest Bonuses do not match in terms of a specific resource. As such, during the Conversion, those things carry addition weight and provide more Bonuses to make that up over another Battle. It is more Battles than one, but in terms of "Value" the player should still be getting as much or more than they would expect to earn through use of their Signals/Camos.
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The "Type 59 + 4 x Econ Signals + 8 Dragon Signals" is not outperformed by Tier 3 Bonuses... because it is a 13 item set of things all working together. Fulls sets playing off each other is what the "Tier 4" Bonuses would represent, and they should outperform in this example because the Outliers are the Asian Lantern (Comm XP) and Spring Sky (Free XP).
The Expendable Bonuses at Tier 3 and 4 are larger than current Flags Signals to simulate the returns from stacking. It's just built in so it's a single-use design as opposed to a multi-interaction design.
The Conversion gives 1 of each Booster as a baseline, so everyone gets at least one of everything.
The highest bonuses are expected to be very rare. They are representing a very rare camo + a full set of Econ Signals and Rare Signals, so that's quite a lot of oomph in a single use.
Go to the page, Log Out, and then Log In. This is the fix for it not working.
¡Nunca es demasiado tarde para darles una vuelta! Leer en el portal
Nunca é tarde para experimentar! Leia no portal
It’s never too late to give them a whirl! Read it on the portal
The Tier 10 Permacamo was buffed. That does not make the Kobayashi worse.
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Non-Tier 10 Premiums earn Bonus Credits whereas Tier 10 Tech Tree and Special Ships do not. Bonus Credit Modifier feeding into a +45% Credit baseline is not small and likely outpaces the Tier 10 Permacamo in terms of raw earning. Especially since dealing damage to higher tier ships gives bonus Credits as well.
The general conversion from Current to Post-Conversion is:
[Current Credits] x 1.125 = [New Credits]
[Base Service Cost for Random Battles] x .65 = [Base Service Cost for Co-Op Battle]
[Base S.C. for Co-Op] x [Clan S.C. Reduction Bonus] = [Final S.C. for Co-Op]
Ammo is the same
Remember to factor the new +Credits from the Permacamo post Conversion
Total up for [Total]
That works for the Permacamo only Now/Then comparisons.
@Slimeball91 Had to edit the Premium Time section. I copied the +5% Credit Bonus from the non-Premium and it threw the numbers off on my original estimation.
I ran the numbers for post-change.
Non-Premium:
Base Credits: 29,371
Service Cost: -41,437
Ammunition: -4,800
Credit Bonus: 1,468
Total Credits: -15,397 (5,483 more Credits)
Premium Time:
Base Credits: 44,057
Service Cost: -41,437
Ammunition: -4,800
Credit Bonus: 2,202
Total Credits: 22 (7848 more Credits)
One thing that's not mentioned much is that we are adjusting the "baseline expected credits". Let me see if I can cut/paste the section from the DevBlog and give a basic explainer (it's new to me so staying simple).
This part in the DevBlog states that we're increasing the lower end of earnings to help it more easily achieve an expected amount of credits. The addition on the bottom end (meaning more c...
Read moreThe simple choice is just using 35% off normal Service Cost.
Here's the math:
100% x (.75 x .867) = 100% x (.65025) = 65% (aka a 35% reduction from from 100%)
This is a team game and the other players on your team depend on you. When you press "Battle" you are committing to be a part of that team.
As stated before, Real Life Comes First... but remember that you have real people on your team that are counting on you and expect you to try to do your best.
Out of respect to them, AFKing is not allowed and can and will be sanctioned.