The densiest block in-game (Quick PSA).

Greetings fellow builders!

I've come here to give a quick list on what are the densiest (not the heaviest) blocks/parts you can use in this game. This is very useful for 2 main reasons:

1 - Makes armoring against AP more compact.
2 - Helps adding ballast more efficiently.

How to calculate block density in this game: mass/hitbox size[blocks/voxels].

Note: I cannot tell whether this game rounds up or rounds down values, even if it rounds them at all. However, I believe this doesn't matter as you only want to cross certain thresholds with them.

Now for the list:

The densiest block in the game is: The Small Keel! It should've been expected that the new keel blocks would make a debut on this list, however, it may surprise some that the small keel is the densiest part in the entire. The reason for this is because the devs scaled mass linearly while volume increased by the cube and since the small variants comes packing with a whopping 500 mass in a small footprint of only 29 blocks, that makes it have a density of 17,2 mass/block. For comparison, the medium keel only has a density of 6.8 mass/block and the big one packing slightly less, packing only 6,55mass/block.

One the second places on this list we have the Battle Cannon Extension! No, I am not talking about all of them, just the simple variant with the normal hitbox (3x1x1). This battle cannon extention keeps the same mass as the other ones albeit with a smaller hitbox, making it more dense than the others, this density means it crosses two major thresholds for AP protection: It needs one less block to stopp both Battle Cannon AP and Heavy Autocannon AP. Thanks for an oversight, this part has a density of 13.33 mass/block, that means a single battle cannon extention put sideways (i.e with the long side perpendicular to the impact) in capable almost stopping Heavy Autocannon AP (14 mass/block required to stop) on its own, removing the need for an extra weight block entirely, battle cannon AP (25 mass/block) follows a similar logic, except it now requires two barrel extentions sideways instead of just one sideways to completely stop it, against removing the need for the extra layer you'd have to add if you were using weight blocks.

And now and only now we get to the standard Weight Blocks with a density of only 10 mass/block. Doesn't seem that impressive, does it?

Extra

Now for the least dense blocks in-game we have the new buoyancy blocks, with the buoyancy block, buoyancy wedge and buyoancy pyramid as the top 3 in the desceding order with a density of 0,015; 0,021 and 0,026 respectively. That's the biggest reason to why they start to take off on water, they are so light the game physics literally freaks out when calculating their buoyancy that it causes the engine to fling them into the air instead of keeping them afloat.

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u/Modioca — 3 days ago

The Queen of Feast or Famine: Cambridge.

So, this is a little bit of advice if you are going to buy Cambridge: get for some stressful games sometimes.

Cambridge has to be pinnacle of feat or famine has to be for any cruiser. One one had, you get the best guns of any cruiser in the game, these are 6 Alaska's guns with cruiser dispersion, better firing angles and nearly half of the reload time, these things are basically the death sentence for any ship that is maybe not a DD. Why? Because you can pump 6~10k damage every salvo 6 times a minute, and that my friend, is the best thoeritical ro real damage translation in the game. Let me put it this way, Cambridge gets 256,320 base AP DPM, however, that's assuming all shots hit citadels, in practice, your maximum AP DPM (or HE if we were talking about HE DPM), will just be 1/3 of that value (1/6 DPM from the physical compartment + 1/6 from the virtual HP of the ship). For most ships this theorical DPM is impossible to achieve with AP primarily due to a combination of AP pen, pen angles and dispersion. Cambridge, however, gets neither of this issues, she gets enough pen to go through all uperbelts of battleships, improved pen angles that triviliaze most engagements (you basically don't want to fire HE unless the target is perfectly bow on or has used its DPC), and you getone of tighest disperion tables in the game. In other worlds, you are always garentee to get at least 80% of your DPM in damage every single time. The HE exists, it is good, but gets completely outclassed by the AP.

Cambridge also gets Superheals, however, these are Salem superheals, meaning they don't recover much of your pen damage (50%) nor much any citadel damage (33%) you take, so get ready to have the last charge be basically useless in the end of the game as it may heal 2000 hp at most. She also gets 60 seconds fires for basically no reason, I say they don't have any reason to exist there because 1 - That's a Tulsa with big guns; and 2 - You get a superheal that nullifies any damage you take from fires. This only allows to abuse adrenaline rush with it since cruisers don't get the furious skill.

Now for the biggest problem with Cambrige: you have a Tulsa hull. Why is that the biggest problem? Simple, you are covered in 27mm plating with an exposed and stepped citadel. That means 90% of roster of BBs in this game you will see will basically turbo murder you with full pens and citadels with nothing you can do against because your superheal won't save you from that. And you know what is the worst part? The god damn step means you can't even bait people into shooting your bow and angling to cathching with your main belt because EVERY shell will just hit that GOD DAMN FLAT PLATE AND CHUNK FOR 30K OF YOUR HEALTH. Sorry, lost my composure there. Point stands, your amor is basically non-existent for any 406mm armed BB. So please be careful when playing against them.

As a result, Cambridge is an extremely, extremely dangerous ship for any class in the game when it comes to combat, however while you can basically melt everything with sheer AP DPM, they can in one way or the other deal signifcant damage to you. Battleships will overmatch you, DDs can keep you permaspotted, CVs and Subs are CVs and Subs, high DPM cruisers can fight fire with fire and actually melt you as you club them to death. If you catch them of guard, they are dead, if they catch you of guard, you are dead. This very extreme gameplay means you have be play patiently and rely on a lot of cover, play around islands, use only the foward guns if needed (still a solid 40~60k AP real DPM in the end), avoid getting spotted and do not let BBs see you. Your shorti-sh range of 16.1km forces you to do that.

If you can play in this controlled manner, there is basically nothing that can stop you (except planes spotting you out of nowhere and preventing you from playing the game), you will feast on BBs, Cruisers and DDs, however, if you ever slip up, you will get punished by it, and I mean it.

Overall, 8/10 cruiser, very solid, by far the most dangerous cruiser at Tier IX, but it can be quite stressful to play sometimes.

u/Modioca — 20 days ago

GUIDE: The best ships to grind T6 Ranked

Greetings people!

I've decided to make this quick list (just kidding, it took 3 days to make lol) on what are (in my opinion) the best ships to use to climb the bronze ranked ladder. This list may not be perfect, but it should give an rough idea on what to pick.

Before we continue, let me give you a quick disclaimer: Tier VI ranked might the most balanced tier as WG hasn't touch this tier in years. Even "mid" picks can work.

Battleships: You primairly want one of two things in a battleship: either 26mm overmatch or armor. You won't be going fast btw, so watchout for torps.

  • Fuso: Might be best example of a tanky hull here, Fuso gets a 35mm main deck, an icebreaker bow and stern, lots of twin turrets and a very superstructure. The 35mm main means you won't be overmatch by any BB gun and won't be damaged by the CA HE either as it only pens 34mm.; your thin and tall superstructre is very hard to hit, meaning HE spam is very weak against you and your vast array of turrets means you there a lot of places to bounce AP or at least minimize its damage (and also soak +35mm HE pen). This makes her a lot better than Izmail and Normandie, who also share a similar gun layout but don't get the 35mm deck and have many more shell catchers. Now the downsides aren't really that big of a deal, yes, you are still spotted across the map, but that matters less in smaller formats, just bear in mind you still have the godawful 1.5 sigma, but you at least have BC dispersion and a 28 sec reload to compensate.
  • Queen Elizabeth/Warspite: Putting them together as they are the same class of ships, just different flavoured. Both share the main upside of 8x381s guns with good accuracy (BB dispersion 2.0 sigma). The only differences lie on the flavor they bring; QE is focused on her improved HE like the rest of the line, meanwhile Warspite gets improved heals (16,8% instead of 14%) and a tighter turning circle, making her more suitable for Ranked. Overall it doesn't matter what flavour your prefer, both will be good for rank, with one being slightly more suitable than the other.
  • Repulse/Renown: Again, another class of ships that follow the same different flavouring as the previous one. Both share the same dispersion table, speed, armament and hull. Repulse has more accurate guns (2.0 sigma instead of 1.8) with extra range and gets a better speed boost, while Renown is stealthier and gets torps. Once again, this comes down to what playstyle suits you better: getting close in or staying 12km away.
  • Mackensen/P.E. Friedrich: Again, another class of ships, with different flavouring, this time being a bit more significant in terms of how effective they are. Both are your secondary BB picks in Ranked with the differences being cancealment and secondaries. Both ships get 8.5km secondaries when built into them. Mackensen gets 150mm and 88mm secondaries with imrpoved dispersion while P.E gets 150mm and 105mm secondaries with normal dispersion, meaning she actuall pens 26mm plating with all guns unlike the former. This is where it gets complicated, on one hand, they have basically the same hitting DPM. Mackensen's DPM is much more focused on the 150s while P.E's has a much higher DPM on the 105s but way worse 150mm DPM. This creates situations where they are dependent on what they are fighting: P.E is better against BBs covered in 26mm plating while Mackensen is much better against cruisers and tankier BBs as the she can get more more of her DPM online. Another important thing to consider is the cancealment, which for a secondary ship matters quite a bit as you want to be in secondary range as much as possible. Mackensen gets much better cancealment of just 12.8km base while P.E gets 14.6km base, that basically means Mackensen gets full extra C.E skill for free, making her much easier to push.
  • Mutsu/W.V 41': Here is another pair of ships, but this time they are not the same class! Both ships share the same trait of having 8x406/410mm guns, meaning they can overmatch 28mm (not that there are many 28mm plates at this tier). They are similar to the Bungo vs Yamato debacle in the sense Mutsu gets the mobility while W.V 41' gets the armor and the pen. Mutsu is a Nagato in its original configuration, having weaker armor and torpedos while being signifcantly faster than the T7 Nagato at 26.5 knots (somehow). You also get the older Nagato that have much worse pen. While that means you won't citadel BBs that often, the slower shell speed means your shells actually have the time to detonate on Cruiser and other thinner vessels. W.V 41' is the original configuration of the Colorado class, since she is an American design of the 1920s, that means she is embodies the American spirit of being morbidly obese! This fat sucker can only crawl at 21 knots. Luckly for you, you don't have a citadel as it is waterline and spaced. Even though you are slow, you get what essentially railguns at Tier VI, with very high pen and shallow firing arcs. There is only one small problem with these, they are too fast of their own good, meaning they are very likely to overpen the citadel and upperbelts of certain battleships. So overall, both are double edge swords, if you prefer having more pens than overpens and being faster at the cost of less citadels and at risk of getting dev struck in a battleship, go with Mutsu. If you prefer getting the black ribbons and don't mind being essentially a moving island, go with W.V 41'.

Cruisers: There aren't many cruisers that are worth pointing out here because they don't have the armor nor the DPM to actually be worth using most of the time. Most ships on this class can easily get penetraded by DD HE and also get mopped by any BB caliber gun. IFHE is also not worth on T6 cruisers either since the extra pen is usually not enough to go through the upperbelt or the deck of enemy BBs.

  • Nurmberg/Makarov: By far the best HE spammer you can have at this tier, 153k base DPM with 38mm of pen means you have the best DPM to damage translation of your tier, being easily capable of transfering 85% of that into a fight. On top of the raw firepower, you also get the signature german hydro, 8x6km torpedos per side and decent stealth.
  • Leipzig: the premium version of the Nurnberg, trades a bit of her DPM for improved cancealment and 10km torpedos. She is good, but may be less valuable then the former due to her worse DPM. Nonetheless, she is probably the best pick if you ever run into a no-DD game.
  • Pensacola: One of the few heavy Cruisers worth playing at this tier primarily because she gets coated in 25mm plating, making her imune to DD HE. On top of that, Pensacola also gets American CA AP with improved pen angles. One could argue she is the best secondary cruiser at her tier since she gets the second best hitting DPM of any cruiser, but honestly, I would not run a secondary Pensacola build, but that's up to you.
  • Perth/Huanghe: These two are together because they somewhat fill a similar niche of being smoke farming cruisers with good cancealment and utility. I am going to be completely honest here, although this two fill a niche and are good, they are extremely boring to play. Huangue has a very anemic damage output since she only gets 6 guns, so you do have to rely on your fire chance much more often. Perth is quite the opposite, having 8 guns with a lower damage but overall much more burst damage potential. So yeah, boring but useful.

Destroyers: Destroyers at tier VI are kinda weird because they have bad cancealment BUT they have comparatively high DPM to what most cruisers have. In other words, they can roleplay as no citadel light cruisers and are far more dangerous than a cruiser could ever be.

  • T-61/Gaede: Probably the most versatile DD there is at tier, yes, you HE DPM may not be as high as other DDs, but you do get the ability to pen BBs thanks to german 1/4 HE. Since you are a german DD, you also get the signature german hydro. You also get pretty damn good torpedos for a tier 6 DD. Out of the ships, the T-61 is better overall, but if you don't have it, the Gaede will be just as good in most situations. Just don't use K. Schonberg, she is one of the worst DDs available.
  • Shinonome/Fubuki: Another pair of ships, one is a premium and the other is a TT. They both peform the role of torpedo DDs have 9 torpedos instead of the usual 8~6 most DDs at this tier have. Fubuki gets the best cancealment at her tier sitting at a very confortable 5.8km detect, she is also the only DD to get 10km torpedos, The downside of Fubuki is that you very weak guns, only 4x127mm guns with a very slow reload. Shinonome on the other, trades some cancelment, reload time and torpedo range in exchange for an extra turret, so even though she has a really bad reload of 9 seconds, she can actually delete about 1/3 of a Destroyer's HP in a single salvo. So yeah, it is up to you if you prefer a full torpedoboat or a torpedoboat with guns.
  • Farragut/Monaghan: These two US DDs are the most common gunboats DDs you will see at this tier, and for good reason, they have some of the heightest HE DPM of any DD at tier VI. Farragut has the 10th highest HE DPM at tier VI while also having decent firing angles. There are, however, some downsides to these DDs, they get floaty shells, have very little HP and have generally bad torps and cancealment at their tier. Of course, this doesn't mean they will lose fights, just be careful when engaging, as chip damage is rather dangerous for these ships.
  • Juruá/Gallant: This is pretty much an opinion of mine, but these DDs are actually pretty damn confortable to play in ranked. They are not the best at anything, but have pretty decent stats allround and get a very nice 6.0km to boot, making them the second stealthiest DDs at tier VI. Their low cancealment means you can contest caps pretty decent and give you more chances of lining up good torpedo spreads and mostly important, give you vital seconds when opening fire on a DD. They are just very conforable DDs to play with, may not be the best, but if you want a DD that is relaxing and decent, they are your choice.
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u/Modioca — 30 days ago

Tomorrow two Battleships shall brawl to the Death!

Ladies and Gentlemen!

On the left side representing Altioria we have RN Imperial! The pride of an Era!

On the right side represing Vulkan we have VKN Andromeda! The most modern Battlecruiser of the Confederation!

Tomorrow these two giants shall clash to their deaths! Who's going to be the last one standing, the golden clad or the modern giant?

Click here to know more!

Hope to see you there!

u/Modioca — 1 month ago

Cruisers are not a bad class. The problem is BB powercreep.

This game always has this very basic trio of things, utility, survivability and firepower. Destroyers bring maximum utility and a little bit of firepower, Battleships brings good survivability and decent firepower, meanwhile cruiser either brought a mix of the 3 or maxed out firepower. This gets simplier to see once you take a look at the Tier VIII ranked meta.

- If you want a battleship for ranked, the best options are: Massa, Lenin and Ipiranga as they are all very tanky and can deal good damage.

- If you want a cruiser for ranked, the best options are: Cleveland, Mainz and Baltimore because they bring a nice combination of utility+firepower (or just sheer firepower in case of Mainz).

- If you want a DD for ranked, then the best is Cossack, not because the other Destroyers are bad, but that thing is so busted it makes every other DD weak in comparison, but that's another story.

Point being, each class fills a niche and has a very clear role on the battlefield. This makes things balanced.

And while I do agree there are some problems with cruisers (primarily because WG shoved 3 classes of ships into one and balanced around light cruisers, creating a lot of issues the heavier they get), the class has its place and is not weak by any means.

What is actually happening is pretty simple, Battleships have become increasingly more powerful and are getting access to the utility of cruisers.

- Rhode Island is essentially a cruiser with 356mm guns and BB armor. It gets a Radar, good damage output, pens more platings with her HE and doesn't get overmatch everywhere.

- Thor gets a radar, a 25% speed boost, is decently stealth, gets torps and BB armor. All of that at the cost of mediocre dispersion.

- Conte Verde is essentially an improved Venezia in every way. BB plating, faster reload, more guns, same utility and nearly as steathy.

Not to mention on having the ever so increasing race for good dispersion and armo. With nearly every BB getting tigher and tigher dispersion and thicker and thicker platings.

The armor race has gotten so bad that it rendered IFHE on cruisers basically useless as every new BB seems to getting at least 45mm decks these days, meaning only 254mm guns with IFHE can actually do something about it.

It is only natural for people to complain about cruiser being weak when Battleships can perform both their and the cruisers' role at the same time. It is not that the design of one is inherently weak, it is just the other is way overtunned.

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u/Modioca — 1 month ago

Where are the toys?

I recently bought the rubber ducky for 1k coins and I can't find it anywhere in my inventory? Does it instantly take into an effect as an upgrade or does it spawn randomly in the map?

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u/Modioca — 1 month ago
▲ 519 r/brasil

É isso gente, já pode aposentar o Neymar.

Eu não assisto futebol, não assisti nenhum dos jogos, meus pais que estão assistindo.

Mesmo não sabendo nada sobre futebol eu sabia que no segundo Neymar entrasse na equipe, ferrou. Primeiro jogo foi ok, segundo jogo foi decente, terceiro jogo foi bom, tudo tava indo bem. Por quê? Não teve Neymar.

No milissegundo que entrou Neymar, perdemos.

É isso, pode aposentar, esse cara só vive da fama lá de 2010 do Bomba Patch.

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u/Modioca — 2 months ago

Incheon or Cambridge?

I am in a bit of a dilemma here...

With the update 15.6 announced, I know Cambridge is going back to the armory for purchasse in dubs (should be about ~20k or ~15k with coupon). I currently have 15557 dubs and I would trade in my Gronningen (only got her for one task, don't really enjoy gunboat DDs). I do enjoy the AP on Des Moines and Tulsa. The problem is that both ships are kinda of an upgraded Tulsa in one way or the other. Incheon is an upgraded Tulsa at Tier X while Cambridge is a Tulsa with Alaska guns.

Incheon vs Tulsa:

Pros:
- 8 guns.
- Much better DPM.
- Torps.
- Good Smoke.
- Will yield me Christmas certificates every year.
- Better Range.
- Turpedo Reload Booster.

Cons:
- Worse detect.
- Would have be 2000 extra dubs (not a big issue).
- Worse Gun Layout.
- No radar.
- No Hydro.

Cambrige vs Tulsa:

- Better penetration.
- Much better salvo weight.
- About the same cancealment.
- Super heal.

Cons:
- No Radar.
- Longer reload.
- Worse DPM.
- Still a few weeks away (not a big issue).

And this is exacly the problem, these two offer really insteresting experiences, but are kinda in opposite sides of the spectrum, making it really hard to decide which one I should go for.

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u/Modioca — 2 months ago

Eskimo is 2/3 of a light cruiser

Eskimo has to be one of the most unique DDs WG could have made, it is basically a hybrid between light cruise and a destroyer, you get 8x120mm guns that for some reason have the best HE shell by caliber, her HE has basically the same power of a Cleveland, albeit if 100 less damage and 1% more fire chance, you also get 30mm of pen on your HE, meaning this is one of the few destroyers that can actually hurt a cruiser in a significant way. And while she doesn't have the best reload for her guns, the fact that you have basically 2/3 of light cruiser strapped into you with DD dispersion means you can deal massive ammounts of burst damage. We are talking of upwards of 6k damage with HE onto a poor soul at the start of the engagement, that's 1/3 of a DD gone, instantly. So while Eskimo doesn't have the best DPM for a DD, she compensates that by being able to nuke someone's HP in the first few seconds of the engagement, which is prety nice.

On top of that, Eskimo does get a very nice cancealment of 5.8km, which is really good for a DD gunboat, that means you can outspot most of the crazy DPM gunboats and sneaky in on Torpedo DDs.

The problem with Eskimo is that WG was completely dumb on her consumables, remember, this is a Tribal class and has to compete with Cossack, the best tier VIII DD with a lot of utility. Instead of WG given her actual useful consumables, they gave her... a smoke, and that's it. It wasn't even a good smoke either, it was a the Japanese ones with 27% uptime (89 sec dispersion, 160 sec cooldown). Meanwhile, Cossack is rocking a hydro, speed booster and short burst smokes all at once, on top of better DPM and cancealment (even though they are the same ship).

Now, do I want this ship to be busted like Cossack? No, I just find that is a bit unfair of a ship like this to get such a lackluster toolkit. And for that, it is actually a pretty simple fix:

Replace the smokes with short burst ones and give her 2 10% or 2 14% heals.

This makes perfect sense for for a ship like this for 2 reasons: The toolkit of daring gets split into two DDs, Cossack getting the hydro and Eskimo getting the heal. The second reason is hystorical, Eskimo is famous for tanking a torpedo hit to her bow and surviving, not to mention the beating she took in operation Husky and when attacking the V-boats (vorpostenboote) in July 1944. A heal for her is historically as she took all of that beating and survived.

u/Modioca — 3 months ago
▲ 941 r/CreateMod

Hello! I am very new to the mod (only been playing for 4 days), and this is my cobblestone generator I've managed to make.

I've decided to try to make the fastest cobblestone generator for the survival world me and my friends created, so I limited myself on running just waterwheels, cogs, belts, shafts and gearboxes. This is actually my 4th interation of the machine, making a different version every day. This is the smallest generator I could make, requiring only 132 blocks of volume (136 if you include the window trapdors).

The best thing I about this version is that I can scale as much as I want since the RPM input and output are on the center of the machine, meaning I can just add more water wheels and drills in-line to each other and it will work just fine. It is also conviniently L shaped, meaning I can also convert it to another farm if needed (like iron).

u/Modioca — 3 months ago

ZH-1 is Halford if it was done right.

Today I finally got my hands in the ZH-1 and a got say, people are hating too hard on this boat.

Yes, the ZH-1 is a worse Tromp, but what exactly did you expect? You are comparing a T9 to a T10, of course the T9 will be worse (excpect Alaska vs Puerto Rico). The point I want to make is, ZH-1 is a fine ship as it is, she is no game breaking like Wisconsin is, nor is it nowhere near as bad as Halford in.

ZH-1 plays exactly as advertised: you have guns to fire at other DDs and Cruisers, Torpedos to deny areas and Airstrikes to grief people, all of that in a very small package. Of course, none of these are actually good on their own, but their combination is quite fun. This DD does not want to fight other DDs on the slightlest, your damage is way too anemic meaning pratically everyone can basically ran over you if they want to.

And that's the thing, if they want to. While she doesn't have a lot of firepower, she does have a 5km hydro and short burst smokes (best smoke for a DD btw), you can just pop Hydro, smoke yourself and force them to make the decision of whether they should run the risk of pushing you or backing off. Meanwhile you still have 2.3km of wiggle room to fire your guns at will.

Personally, ZH-1 is closer to Halford in terms on how they ideas were first drawn, except ZH-1 does the job so much better. Halford has the same idea of using guns, torps and planes in a small package, except she is so incredibly worse at doing it. Halford trades a 5" gun and a whole torpedo rack to get the ability to launch horrible rocket planes. Playing Halford feels like griefing both yours and their team since your torpedos can't cover a large area, your DPM sucks while having gunboat cancealment and your planes are better at spotting DDs than you are. You also get american smokes, that are amazing at farming except for you to specifically because you will be spending most of your time flying the planes. In other words, Halford has the same value as 1/2 a DD for your team, while just being annoying to other DDs since they don't have the AA firepower needed to scare your planes off. Meanwhile ZH-1 can actually do its job as a DD without having to juggle with another set of controls, your air strikes take 5 seconds to launch, your torpedos are amazing to covering caps and gaps, you get a Hydro, smokes, speed boost, better cancealment, all of that at the cost of worse HE DPM than Halford.

Honestly, ZH-1 is a very nice and unique DD to play overall, pretty decent at scouting and zoning, just make sure to always have back up. One thing I'd give to her would be improved AP angles so you could actually use her AP more often.

Oh, and she is also a real ship and not a copy ship with a different name, so bonus points on that.

u/Modioca — 3 months ago

How much I dispise this bounty system for the event.

The Hunt of Bismark brought us this new Bounty quest where you get a bounty over your name. You don't lose ANYTHING if you die, and for some braindead reason, people decided to DOUBLE DOWN on the coward passive play.

BBs now sit even farther than they usually do and play like a Des Moines hugging the crap of the out of islands as if their life depends on it. Cruisers if this god awful bounty system will think they are BBs and rumminate OUTSIDE their firing range. I just had a Riga sitting 20km out without usings its radar.

Worst of all? People are also only focusing on bounty ships. YOU DON'T EVEN GET 10 TOKENS IF YOU KILL ONE, WHY ARE YOU TARGETING IT?

The only good reward ouf of this event is the 20k coal you can get by just getting 200 tokes, that's all.

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u/Modioca — 3 months ago

Radars are vital do keep DDs balanced.

I have heen seen quite a few people complaining about radars and want them to be nerfed, and honestly, radars do need a bit of balanced, but that's does not mean they have to have their spotting gutted.

Radars are *meant* to be oppresive against DDs because DDs themselves are the most oppresive class in the game. If your DD player dies trying to constest the cap or after some missplay, gg, the flank is lost. There is nothing a BB or Cruiser can do to constest a DD because they will be permantly spotted, having to constantly dodge salvos and torpedoes. Radars exist to give the team that lost their DDs a fighting chance. Remove that and the entire game gets decided in the first 5 minutes of a match.

**While I would not nerf the spotting mechanics, there are a few things I would change.**

- Move the radar mod from the second slot to the third or fifth slots: This is single-handedly the biggest buff you can give to a radar and it is basically a no brainer. 20% more spotting duration at the cost of a higher chance of getting your engine/steering gears knocked out, in other words, 20% more game impact vs a problem that happens 20% of your games. Moving the radar mod to the slot as cancealment or dispersion would actually mean you would actually make it a trade-off instead of a no brainers.

- Make radars start uncharged and increase their first time reload to 2 minutes: The biggest problem of radars is the ability to insta spot the enemy DD early on, to remedy this issue, make all radars be forced into a 2 minite first charge cooldown before use. This would give a chance for DDs to act before getting spotted by radar.

- Radar parity: This is a very simple change that would sort out some of the flank problems we have. Basically, if the enemy team has a radar on that flank, then your team must also have a radar, it does not need to be the same class, just that both flanks must have radars the same way subs are mirrored in flanks. This would essentially allow you to tell right away that you will be fighting radars right away **because if you see a radar ship in your flank then you know they also have a radar ship in their flank**. I just do not suggest for radars to be from the class because radar DDs and radar BBs would get absurdly long queque times.

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u/Modioca — 3 months ago