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Admiral_Revan started following Tier_X_CV_Aquila
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關於Ah_Navy一位中國香港水手的遊戲宣言、Game statement about a Hong Kong, China sailor at Ah_Navy
Tier_X_CV_Aquila replied to Ah_Navy's topic in 遊戲相關討論區
我感覺我可能有誤解 我認爲CV這樣玩效率不會高 我有以下幾點問題: 對面除開DD之外的船好好的爲什麽會關AA,難道他關AA就不投了嗎 關AA難道不是更好投嗎 提供視野是應該的 但是絕大多數時候放一個戰鬥機就夠了 需要注意的一點是戰鬥機并不能提供完美的保護 尤其是對方CV理解戰鬥機工作機制的情況下 難道探測對方不是誰好打 誰關鍵 誰血少亮誰嗎 有的時候多放一個戰鬥機不用任何時間 這是什麽情況 那AP火箭彈和AP炸彈難道也不投嗎 AP火箭彈和炸彈和損管沒有任何的關係啊 那麽,關於那些可以多次叠DoT的機組呢,例如FDR, Hakuryu, 甚至有些時候包括Midway和Audacious -
kitdanai_kaewsaard started following Tier_X_CV_Aquila
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If you have plenty of doubloons to spend, consider getting premium ships that you want to get, or save for premium ships in the future. Also, Daisen Dockyard will be the next patch, which is a great place for you to spend doubloons on
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我有 飛機純白塗裝真的很漂亮 這個船的强度也夠。 唯一一點不太好的是這塗裝對白板轟炸機的適配不是很完美(起落架那裏) 不知道會不會修復 補圖: 完全體: 白板:
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請使用文明用語。 愚人節模式本來就是用來快樂的 還有社區代幣拿我覺得沒問題
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Tier_X_CV_Aquila started following Supertester_Opinion
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Nakhimov_needs_nerf started following Tier_X_CV_Aquila
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Tier_X_CV_Aquila started following Boggzy_ASIA
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Menhela_Kanonchan started following Tier_X_CV_Aquila
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你们是完全忘记一些老船了? did you forget the old ships?
Tier_X_CV_Aquila replied to Y467_Mashiro_Munetani's topic in Public Test Feedback
I don't think Saipan is unplayable at tier 8. It's probably one of the most difficult CVs to play (Not "the most" because Aquila exists). However, if you're familiar with the ship, I believe you will find it better than most other Tier 8 CVs. You can take a look at my ship review if you're interested. -
The good thing is WG is actually doing something, a few weeks earlier they banned over 800 accounts on ASIA. Personally, I don’t believe that’s the end of the story. WG will probably keep monitoring the player base and handing out more “ban waves” in the future. It’s possible that they will extend this to EU/NA. I also observed a huge increase in “bot-like” players recently. Their IGN is a mix of lowercase letters and numbers, those “players” often play BBs and tend to show up together, guess they’re probably sync-dropping. I’ve filed a player support ticket and hopefully, WG can take appropriate action in the near future
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Malta is T12 ships... NERF is needed
Tier_X_CV_Aquila replied to Skarhabek's topic in General Discussions
I made a Malta review a few weeks ago (Here:https://www.reddit.com/r/WorldOfWarships/comments/zwo4dv/ship_review_personal_opinion_how_to_malta_rewrite/) Although I think this ship is slightly OP compared to others Tier X CVs, it's definitely not T12 level. It's possible to get ~80% Solo WR over a respectable amount of battles, however, I find it's possible to get a similar WR using ships like UU Haku and MvR, and I didn't spot a significant difference in server average stats between Malta and other Tier X CVs. -
[prove] MM is Rigged and actually based on player skill...... and WG never admit it
Tier_X_CV_Aquila replied to Skarhabek's topic in General Discussions
I don't think the MM is rigged, This is a team game, and the MM has nothing to do with the Player's skill level or stats, what the MM does is only make sure that both teams have about the same number of ships of each tier There are just steamroll games that are impossible to win, however, most of the games are not steamrolls and your contribution makes a difference, this is especially true if you're playing a CV or a DD - Ships that can help their teammates if played well. -
要説WG就說WG 不要使用以“子“結尾的歧視性詞語 T8CV和水面的差距本來就是所有等級之中最大 或者説從平衡的角度上來説T8CV總體需要砍 這還是包括了T8CV進TX房的情況。 T8CV進T6-T8壓制力可以説絕無僅有。 目前T8雙CV房多可能是因爲如下情況: T8CV數量多 T8目前有17台CV 其中很大一部分是加值CV TX限制一條CV,相當於T8CV進TX房的概率相比其他等級進+2房的概率更小 如果能放開TX房中雙CV的限制(但是還是限制一條TXCV, 可以T8CV+TXCV),或許可以降低T8雙CV房的概率
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請注意語言 盡量不要使用歧視性的語言 某些CV的强度現在確實有問題,這是兩個方面的。 强度來説,某個6級CV的服務器平均WR能到60%+已經很説明問題了 更不要説某些8級CV服務器場均比肩Midway,這不應該發生 在所有艦種和等級當中,T8CV的和水面的數據差距是最大的。 從proships.ru可以看到 不同CV的勝率差距是所有艦種當中最大的,而Lexington和Midway長期處於倒數第一第二的位置,應該得到buff。 我個人感受是 如果目標是贏 某些CV打75%甚至80%+的單野WR是可以做到的 我知道的并沒有水面船可以做到這一點,當然 這或許是因爲CV强制對位的原因。
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Best time to press AA Priority Sector Reinforcement nerding
Tier_X_CV_Aquila replied to Tier_X_CV_Aquila's topic in General Discussions
This is only for BBs and non-Tactical squadrons, there's a better approach when dealing with tactical squadrons in certain BBs. As a CV player, my opinion would be "Save it" if you're sure that the squadron will come back and drop again. If you're not sure, then don't save it, it doesn't make a lot of difference anyway (If you're referring to the GK and Haku case.) -
Best time to press AA Priority Sector Reinforcement nerding
Tier_X_CV_Aquila posted a topic in General Discussions
I've posted this on Reddit but I decided to post this on forums as well so more people can see this. It's exactly the same as what I posted on Reddit. Hi there, as a CV main I always have people asking me about the importance of Priority Sector Reinforcement and what's the best time to press the "O" button. I've always been trying to find out the answer to the AA Priority Sector Reinforcement mechanics (And what I can do to counter it as a CV Main). So I decided to conduct some analysis on this and make a series of posts. TLDR: For all British and Japanese high tier BBs, this makes no difference at all. For others, when dealing with Jet Squadrons (Especially Eagle's) the previously commonly agreed saying "Select the priority sector right after the enemy squadron enters your AA area" is not the best for more than half of all high tier BBs (There's a list below if you want to check and compare), instead, Select the priority sector prior to the enemy squadron entering your AA area so it receives maximum (Or close to maximum) AA reinforcement percentage all the time is a better approach. The old saying is still correct when deadling with non-Tactical squadrons that are not extremely wounded. The threshold increases when plane speed increases, and it follows a close-to-linear relationship. The increase of plane speed will increase the threshold between Method 1 and Method 2 (Method 1 is preferred when the target HP is higher than the threshold). Dropping distance has no impact to the threshold at all. We'll be using TX Battleships and a simplified AA model in this post, analysis of other ship types or a more sophisticated AA model will be discussed in later posts (Need lots of time & calculation) Quantitative analysis: We know certain facts When an AA Priority Sector Reinforcement is selected, it deals instant damage based on the current HP of the squadron, for Battleships, this value is 3.5% of the squadron's HP The AA reinforcement percentage will start as a base AA reinforcement percentage and eventually reach the maximum value, this process will take 5 seconds. After that, it stays at the maximum percentage for 10 more seconds. In most cases, the squadron will take less than 15 seconds from entering the AA area to drop, so certain AA reinforcement time is "Wasted" The commander skill "Focus Fire Training" simply increases both the base AA reinforcement percentage and the maximum percentage by 25% During the first 5 seconds, after a priority AA sector is selected, the AA reinforcement percentage increases linearly at a rate of change of 7%/second. The above facts made me wonder which method will end up dealing higher AA damage/What's the best time for selecting an AA sector reinforcement: Press the O button right after the enemy squadron enters your AA area so the squadron receives extra instant damage. (Let's call this method 1) Press the O button prior to the enemy squadron entering your AA area so it receives maximum (Or close to maximum) AA reinforcement percentage all the time. (Let's call this method 2) To me, both of them stand a chance, which is the reason that I want to dig deeper and do more calculations to find a better answer. What factors will make method 1 more efficient? The squadron has lots of HP (More instant damage) Long-range AA has a long firing range (More time in the AA area, thus higher average reinforcement percentage) Slow plane speed (Same as above) Long-range AA has bad DPM (The "wasted" DPS when the reinforcement percentage is still "increasing" doesn't really matter) What factors will make method 2 more efficient? The squadron has low HP (Less instant damage) Long-range AA has a short firing range (Less time in the AA area, the time period with maximum percentage is not wasted ) Fast plane speed (Same as above) Long-range AA has decent DPM (The "wasted" DPS when the reinforcement percentage is still "increasing" matters a lot) Does the commander skill "Focus Fire Training" affect this? Not in the given two situations, because this skill change neither the difference between percentages nor the rate of increase. It simply increases both the base AA reinforcement percentage and the maximum percentage by 25%. Analysis using Simplified AA model for Tier X BBs For simplicity, I made the following assumptions here (The purpose of this simplified AA model is only for rough analysis, I will try to give more accurate quantitative answers in future posts (If they exist)) The speed of the aircraft is certain (Take 185kts as the average speed of a Tier X CV squadron launching an attack) Instead of "tick" every 0.286 seconds, AA damage is continuous throughout the process The aircraft drops its armament 1km from the ship (Which means this model is very inaccurate when facing skip bombers, extra analysis with drop distance as a variable in the future) Only consider one squadron to do one drop (The ability to stop a drop) The attack path is a straight line (The radius) Assume all AA mounts are intact Estimation of time for squadrons facing AA fire: The speed of shells, torpedos, and planes is "Accelerated" in this game by a factor of 5.22 (Source: WG Q&A, https://forum.worldofwarships.com/topic/227385-speed-scale-factor-nerding/) The "Actual speed" of 185kts planes is 965.7kts, or 506.7m/s Time spend in AA before drop (Drop at 1.0km) C.Columbo: AA distance 4.6km, time spent 7.10s Schlieffen: AA distance 5.2km, time spent 8.29s Yamato, ARP Yamato, Shikishima, Incomparable, St.Vincent, Vermont: AA distance 5.8km, time spent 9.48s Bourgogne, Republique, Mecklenbourg, Pressuen, GK, Thunderer, Conqueror, Ohio, Montana: AA distance 6.0km, time spent 9.86s Slava, Kremlin: AA distance 6.6km, time spent 11.05s. Method 1(Press the O button right after the enemy squadron enters your AA area) vs Method 2(Press the O button prior to the enemy squadron entering your AA area) Denote the damage taken for a squadron with x current HP when attacking a certain tier X ship using method 1 as M1(Ship, x), the damage taken for a squadron when attacking a certain tier X ship using method 2 as M2(Ship) (Current HP of the squadron doesn't matter in Method 2) When the value of function M1(Ship,x) - M2(Ship)>0, it's better to Press the O button right after the enemy squadron enters your AA area, otherwise, it's better to Press the O button prior to the enemy squadron entering your AA area. The List of Tier X ships' AA, Notice that Yamato and ARP Yamato have no Mid-range AA, St.Vincent, Conqueror and Republic have no Short-range AA AA data for all Tier X BBs Assume the commander is not taking "Focus Fire Training" (It has no impact on the final result anyway) The final equation of M1(Ship, X) is: Long range DPS*Effective Time in Long range DPS+Mid range DPS*Effective Time in Mid-range DPS+Short range DPS*Effective Time in Short-range DPS+X*0.035 Effective Time = Time spent in AA area*Average Reinforcement percentage The average Reinforcement Percentage can be calculated by: (117.5%*5+135%(t-5))/t if the time spent in AA>=5s For Mid and short-range AAs, if the delay (Time between sector reinforcement start and aircraft enter AA) is less than 5s, the percentage is: (1.35*t-(5-delay)^2*0.07*0.5)/t If the delay is longer than 5s, then the percentage is just full 135%. Effective percentages and Delays The final equation of M2(Ship) for most ship is: Long range DPS*Time in Long Range DPS +Mid range DPS*Time in Mid Range DPS+Short range DPS*Time in Short Range DPS *1.35. The final equation of M2(Ship) for Slava and Kremlin is special because there's no way the sector reinforcement percentage is maximum for the whole time the aircraft is in the AA area (Time > 10s), thus, the actual result for Kremlin and Slava should be less than the calculated value of the M2 function by 1.05*0.07*0.5*1.05*144=5.56The sector is not fully reinforced by the time the aircraft enters it) We solve for x when M1(Ship, X) = M2(Ship) Final Conclusion and Thresholds. PART 2 I updated the AA data spreadsheet to include Tier 9s and superbattleships. For researchable Tier 9 BBs, only data from upgraded modules are used. AA Data for All Tier 9,10 and Super Battleships Analysis using Simplified AA model for Tier X BBs For simplicity, I made the following assumptions here (The purpose of this simplified AA model is only for rough analysis, I will try to give more accurate quantitative answers in future posts (If they exist)) The speed of the aircraft is certain throughout the attack (This is still a variable in the analysis) Instead of "tick" every 0.286 seconds, AA damage is continuous throughout the process The aircraft drops its armament from a certain distance from the ship (This is still a variable in the analysis) Only consider one squadron to do one drop (The ability to stop a drop) The attack path is a straight line (The radius) Assume all AA mounts are intact Estimation of time for squadrons facing AA fire: The speed of shells, torpedos, and planes is "Accelerated" in this game by a factor of 5.22 (Source: WG Q&A, https://forum.worldofwarships.com/topic/227385-speed-scale-factor-nerding/) Let the speed in-game be x knots, then the actual speed for planes is thus 5.22x knots, which is 2.685x m/s. Let the drop distance be y km, then the AA distance in-game is the Maximum AA range(km) - y(km). The time spent in AA is thus (Maximum AA range(km) - y(km))/0.002685x(m/s). There're two different methods Select the priority sector right after the enemy squadron enters your AA area so the squadron receives extra instant damage. (Let's call this method 1) Select the priority sector prior to the enemy squadron entering your AA area so it receives maximum (Or close to maximum) AA reinforcement percentage all the time. (Let's call this method 2) If we assume that all planes stay <10s in the AA area (We'll come back to this part later!), then the equations for damage dealt using Methods 1 and 2 are: Effective Time = Time spent in the certain AA area*Average Reinforcement percentage M1: Long range DPS*Effective Time in Long range DPS+Mid range DPS*Effective Time in Mid-range DPS+Short range DPS*Effective Time in Short-range DPS+X*0.035 The average Reinforcement Percentage can be calculated by: (117.5%*5+135%(t-5))/t if the time spent in AA>=5s For Mid and short-range AAs, if the delay (Time between sector reinforcement start and aircraft enter AA) is less than 5s, the percentage is: (1.35*t-(5-delay)^2*0.07*0.5)/t If the delay is longer than 5s, then the percentage is just full 135%. The final equation of M2(Ship) for most ship is: Long range DPS*Time in Long Range DPS +Mid range DPS*Time in Mid Range DPS+Short range DPS*Time in Short Range DPS *1.35. What will happen if we increase the speed of aircrafts? Take Patrie as example (It has the highest threshold for 185kts planes), assume the drop distance is still 1km. Use the same method as the first post, we got the following: Speed vs. Effective Time/Percentage Speed vs. Threshold As we can see, the threshold increases when speed increases, and it follows a close-to-linear relationship. The increase of plane speed will increase the threshold between Method 1 and Method 2 (Method 1 is preferred when the target HP is higher than the threshold). What will happen if we increase the dropping distance of aircrafts? Take Patrie as an example (It has the highest threshold for 185kts planes), assume the speed is still 185kts. Use the same method as the first post, we got the following: Dropping Distance vs. Effective Time/Percentage Dropping Distance vs Threshold For Patrie, Dropping distance has no impact to the threshold at all, this may seems counterintuitive but it's actually reasonable. Since we're only considering the ability to stop a single drop here, and the difference between the amount of AA damage for using both M1 and M2 has no relation to the dropping distance at all. Conclusion: By assuming a similar (close-to-linear) relationship for other ships, we get a list of threshold vs. speed for tier 9, 10 and super BBs. Threshold vs. Speed for Tier 9, 10 and Super BBs For reference, here the list of plane type and their typical maximum attack speed (Assume Speed Build): ~160kts: FDR Squadrons ~170kts: Midway Torpedoes, Nakhimov Torpedoes ~180kts: Malta Rockets/Torpedoes, Midway/US Bombers, Nakhimov Skip Bombers ~190kts: Audacious Rockets, Audacious/Eagle Torpedos, Malta Bombers ~200kts: Audacious/Eagle Bombers, Non-Leg Mod Haku Torpedoes, ~210kts: Immelmann Torpedoes ~220kts: Leg Mod Haku Torpedos, Non-Leg Mod Haku Rockets and Bombers, Nakhimov Rockets ~230kts: Midway/US Rockets ~240kts: Immelmann Skip Bombers, MVR, Leg Mod Haku Rockets and Bombers ~260kts: US Jet Torpedos ~300kts: US Jet Bombers ~350kts: Eagle Jet Torpedos and Bombers, US Jet Rockets ~400kts: Eagle Jet Rockets Please check according to the chart above to see the threshold for your ship. Reminder: If the squadron HP is higher than the number in the chart, don't select prority sector until it enters your AA areas, if the squadron HP is lower than that, select in advance for maximum efficiency. We can see that, when dealing with Tactical Squadrons (Especially Eagle's), the amount of that favors Method 2 over Method 1 is more than half of all high-tiers. However, Method 2 is not effective in most situations when against non-Jet Squadrons. This calculation used a simplified AA model and only focused on Battleships, future posts (If they exist) will discuss other possibilities, including plane speed and drop distance as variables, as well as other ship types with different values. Please feel free to comment below + point out any error you spot in this post. If you're interested in discussing other game mechanics or some real-time gameplays about how to make good use of those mechanics (Especially AA and CV related), I currently have a CV Solo winrate of 68%+ and I hold various leaderboard #1 positions on SEA, I stream at (https://www.twitch.tv/afs_short_on_water) if you're interested in some real-time gameplays and Q&As You can also join my Discord for CV-Related Questions if you're interested using the link (https://discord.gg/qkdRzSTu89) -
25% debuff for selected Ops thoughts
Tier_X_CV_Aquila replied to Tier_X_CV_Aquila's topic in General Discussions
Because I'm in Love with Aquila