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Skarhabek

I think this is my limit, i am just noob player

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5 years playing.... 

before i quit, i have question. how much is unicum player Hit Ratio on BB, CA, DD for Main gun and Torpedo?

if my aim was fine, i guess its bad positioning and timing.

 

Edited by Skarhabek

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2 hours ago, Skarhabek said:

 

5 years playing.... 

before i quit, i have question. how much is unicum player Hit Ratio on BB, CA, DD for Main gun and Torpedo?

if my aim was fine, i guess its bad positioning and timing.

 

The game already down into abyss ,commmunity become anarchy
I tried to get 100 kill ratio but failed

Edited by THAI_THIEF

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11 hours ago, Skarhabek said:

5 years playing.... 

before i quit, i have question. how much is unicum player Hit Ratio on BB, CA, DD for Main gun and Torpedo?

if my aim was fine, i guess its bad positioning and timing.

Hit % varies depending on the ships you are playing, even within classes...

Damage trend at tier is generally a better measure with weighting for what ships you are playing.

99% of the time; it's positioning and thinking ahead.

So let me ask you Sharky...

Are you ever thinking 2 or 3 minutes ahead?

Are you doing this for yourself, all possible threats to you and all possible targets for you to engage?

If you aren't, your positioning needs improvement.

If you are; how accurate are your predictions? How can you better react and move for these conditions? What bits of information are you getting wrong? How much further ahead can you learn to plan? How can you change or influence the outcome in your favour?

I would probably say your aim could improve, I would definitely say your positioning could improve...

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2 hours ago, S4pp3R said:

Hit % varies depending on the ships you are playing, even within classes...

Damage trend at tier is generally a better measure with weighting for what ships you are playing.

99% of the time; it's positioning and thinking ahead.

So let me ask you Sharky...

Are you ever thinking 2 or 3 minutes ahead?

Are you doing this for yourself, all possible threats to you and all possible targets for you to engage?

If you aren't, your positioning needs improvement.

If you are; how accurate are your predictions? How can you better react and move for these conditions? What bits of information are you getting wrong? How much further ahead can you learn to plan? How can you change or influence the outcome in your favour?

I would probably say your aim could improve, I would definitely say your positioning could improve...

its obvious my positioning is bad, but i still wonder if my aim was bad or not.

i think my 30% to 35% hit ratio seems fine, just curious how well unicum aim out there. are they aim reach 50% to 60% average?

 

2 hours ago, S4pp3R said:

 

Are you ever thinking 2 or 3 minutes ahead?

 

5 to 10 min ahead. BUT ITS FRUSTATING because even if you know what will happen, there is nothing you can do. 

the team bound to lose....

that is why i said its my limit because i dont know what i should do.

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I'm not a unicum player, just reach "Good" recently.

Hit ratio depends on various factors such as engagement distance, velocity of shells, ROF and your target. 

For main guns, I shoot 45% with Amalfi, 36% with Donskoi and 32% with J.Bart. Shell from these ships goes very fast and the trajectory is flat.

If you play US cruisers like Des Moines or Buffalo, even though they have short firing range, however, their trajectories are horrible, it takes about 10 seconds to travel 15 km which makes it hard to suppress enemy.

Generally speaking, I think it's possible to hit 30%~35% for CA/CL, 30% for BB and 45%+ for DD. If your primary targets are battleships, then it will be higher.

I have a friend with Super Unicum rating and I just check his stats. His overall HR is 36%. He has Yamato (29%), Slava (45%),  Thunderer (33%),  Nevsky(36%), Des Moines(40%), Venezia(42%), Kitakaze(47%), Ostergotland(45%) and Akizuki(48%). 

As for torps, I don't think it's a good idea to focus on hit ratio because torps should serve as a barrier to prevent enemy from pushing for most of time. 

If you don't perform well on shooting, think about your principle on aiming. I hear a lot of people saying that feeling is the best way to aim. However, I believe that it's necessary to conclude your own ways to aim.

When it comes to positioning and timing, a lot of questions are worth consideration such as when to cease fire and turn around, which island to camp so I won't be spotted when firing, when to kiting and when to push.

Edited by C0mra1d

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It is more useful to compare with some said ships instead of specific classes, because RNG is a thing, so does playstyle.

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I'm not unicum but I think I can speak about DDs at least.

 

For most DDs, 40% gun accuracy is pretty normal. This is because DDs often want to use their stealth and wait for a clear window to fire, rather than non-stop spam. Combined with their shorter range and low dispersion, DDs have highest accuracy.

As for DD torps, most of my DDs have a torp accuracy of around 6% in randoms. It could probably be a bit better tho.

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3 hours ago, C0mra1d said:

...

As for torps, I don't think it's a good idea to focus on hit ratio because torps should serve as a barrier to prevent enemy from pushing for most of time. 

...

I've been saying that for a long time, torp is one of the best tool to do area control , area denial, but heed this, torp require long reload, and great opportunity cost , and sadly such good tactical deeds reward none and usually place the DD / CL in forward position, vulnerable and exposed, in short a task that put the ship in jeopardy , ask it to go forward to do something not only do not reward, but grossly placing the ship in danger of exposing herself and usually without close support , and a long duration before and after that the ship deny its own capacity to do its own torp ( rewarding and paying ) damage dealing ...

So you guess it, many DD refuse to do that now cause that's how the game mechanics play out ... especially if in a boat with long torp reload duration. And so long the reward system do not recognize such tactical deeds, its asking the ships to not to do it ... these days when enemy push in a flank, as a DD main I keep seeing guns only care to turn tail and they are of course already somewhat back lane vs the light force , very few care to stand the ground and fight , the one who remain usually are the one who cannot run ( slow ships ) and they are in turn left to the wolves by the teammates .. that is how it is today .. as a DD main, I care nothing to do with the so call area denial anymore cause what I see in game is you be the good guy, you not only not be recognized, rewarded ; you also are placed in grave danger when the team care none.

With Deadeye and Lighthouse build now , its even more so .. they sit 16, 18 20 even 20+ km out and yet they keep asking you to go within 10, 8 KM of enemy so you can spot that pesky HE spamming enemy CL for them ( good work enemy, keep doing that ), call me cynical or what, well, they do not want to get out and fight then they can had it, I am not fire bait and I am not meat shield ... 

GOOD in principle, but fail in real world .. not because of the concept, but because of the TEAM

Edited by Mechfori

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On 3/1/2021 at 2:12 PM, Verytis said:

I'm not unicum but I think I can speak about DDs at least.

 

For most DDs, 40% gun accuracy is pretty normal. This is because DDs often want to use their stealth and wait for a clear window to fire, rather than non-stop spam. Combined with their shorter range and low dispersion, DDs have highest accuracy.

As for DD torps, most of my DDs have a torp accuracy of around 6% in randoms. It could probably be a bit better tho.

DD guns are by nature short ranged , and with decent dispersion , so its no wonder they got such figure , its the torp side that the game solely lacking , if the game mean for them to use their torp as heavy blow weapon then a least it need to hit and coupled with the over population of Hydro, excessive torp detection distance, and long reload, this is what made torp so much irrelevant today.

Its easy to see what the unicum do, but the game itself should really look at the middle of the pack players and see what kind of hit rate these players had on guns ( of all caliber ) and torps ( of all type ) and its then we can had a more general idea of how ell these weapon balance . if the game mean for torp for torp boat then they must had a better hit rate and provide that significant portion of damage and akin to gunboat using their gun and in the same ( at least within reason ) consistency ... now talk that to all the torpedo boat captains

The real interesting data I really want to know is how accurate CL and DD guns do .. and how many of those hits actually constitute effective hit ... they might hit a lot but if they do not pen, keep bounced then its just a number on the flags , nothing really working there ...

Edited by Mechfori

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6 hours ago, Mechfori said:

Its easy to see what the unicum do, but the game itself should really look at the middle of the pack players and see what kind of hit rate these players had on guns ( of al caliber ) and torps ( of all type ) and its then we can had a more general idea of how ell these weapon balance . if the game mean for torp for torp boat then they must had a better hit rate and provide that significant portion of damage and akin to gunboat using their gun and in the same ( at least within reason ) consistency ... now talk that to all the torpedo boat captains

Except I'd argue skill and organisation are the most effective ways to negate Torpboats.

AP and torps are situational dependent weapons. This makes them most effective against casuals, while unicums will know how to minimise their exposure. As long as we balanced based on the average player, those weapons will likely keep underperforming.

 

In randoms, I like torps are for picking on straight-line BBs, especially when opposing DDs don't zone you effectively.

 

In ranked, I'd happily trade some torps away because my goal is about making the opposing DD suffer instead.

And there is gonna be RPF tracking you and CVs coming to make you burn smoke.

Edited by Verytis

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18 hours ago, Verytis said:

Except I'd argue skill and organisation are the most effective ways to negate Torpboats.

...

Negating the torpedo boats is not the same as negating the Torp. If we talk balance we are talking the weapon already launched and on it's way. That is the part that I believe Torp are over nerfed and placed in disadvantage and this greatly hamper game play for a fair portion of ships since they can no longer rely on their main weapon and this now constitute a great in-balance cause all others can with their main weapon.

And yeah you are right AP is in somewhat same boat so to speak but for quite different reason. It would be even harder to balance the HE vs AP Vs SAP ; for one so long it's not absolute overmatched and the enemy keep angled and likely kitting away . you can had AP / SAP hits after hits and do nothing. Very big guns players keep complaining about HE spamming but what they should complain is this mechanism that pretty much left anyone not with a gun that read 400 or larger only able to actually do some with, what else , HE.

So long this game focus reward on damage dealing then the same effective and efficient means to deal damage and able to do that in consistency must be provided to all players. Now it's like CV got it, big big guns got it everybody else, somewhat lacking and torpedo centric ships, flatly deny that. It's balance on the mechanism as well as the numbers. 

And shall we talk AA , or Radar or Secondaries

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DDs have the most turrets of any ship class in the game. At times I have had over 20 turrets.

  • Haha 1

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