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Sunleader

Weekend Tester
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Everything posted by Sunleader

  1. Sunleader

    What the hell is wrong with Ohio guns?

    Ohios Accuracy is nearly as Bad as that of the German BB Line. Only the Sigma Value is Slightly Better. But with the same Double Gun Turret Setup as Bismarck and FdG its Accuracy and Shell Spread is Horrible by Default. So that is not Surpising. Albeit. With the Artillery Plotting Room you should be able to Reduce that at least a little bit. It certainly is easier to use these Guns than it is to use Bismarck or FdG Guns. The other thing is the Penetration I guess. The 457mm Guns have a Pretty low Velocity with only 732m/s which is likely the Reason for the Fairly Bad Penetration Power as they have an Higher Angle of Impact and less Kinetic Power to boot. It also makes it harder to Aim Long Range Shots. Compared to Yamato and Kremlin which have 790m/s and 800m/s respectively. And thus have an Absurdly High Penetration. Needless to say that thanks to the Triple Gun Turrets you also have a way better Spread with your Shells even on Kremlin which has a Lower Sigma Value.
  2. Sunleader

    Why everyone hate CV players ?

    Well. Elazer already pretty much said it. 1. Right now there is absolutely Nothing anyone can against an CV to Defend himself from his Attacks. (Aside of course from hiding in the Rear and being completely Useless because then the CV will Target the more Useful Players of your Team instead) So anyone being Attacked by a CV will Generally feel absolutely Frustrated and this Frustration will Generally Go against the other CV Players. 2. Right now CVs are effectively the Key Element relevant to Victory of a Team. While Outbalancing 1 or 2 Bad BB Players is pretty much not a Problem. Outbalancing a Bad CV Players is really Hard and Requires several Extremely Good Players of other Classes. And thats assuming the Enemy CV is only Average. Because if the other CV is a Good Player than your Win Chances Plummet to an Extreme Low. Because unless the whole Enemy Team aside from the CV is Completely Potato and thus can be Roflstomped withing a few Minutes. You will Simply be Pummeled to Death by the Enemy CV during the Fight with the Enemy Team. Meaning that in 9 out of 10 Cases. If your Team Loses. Its the Fault of the CV. And in the 1 out of 10 Cases where it wasnt the Case you will be Blamed anyways because your Team was likely so Bad that they could not Tell who had Influence in the Battle anyways. 3. Add to that that there is alot of CV Players which are not even Denying that CVs are Overpowered. But actually Argue Based on the Idea that CVs should be Overpowered and should be Buffed even more. Because in Reality CVs were the Strongest Warships Available and should be Dominating Battles. The Best Example being a Hardcore CV Player barely ever Playing anything but CVs. Telling me that basicly WoWs works like a Chess Game. And the CV is the Queen Piece which has the Abilities of all the other Classes Combined. Hence it is on Purpose better than all other Classes... 4. And Finally. Wargaming has Pretty much Announced that the Reason they are Buffing CVs is because so few Play them. So Despite them in Fact knowing that CVs are right now the most Influental Class in the Game which is Frustrating all other Players. They are Buffing them even Further because they want more People to Play the CV Class. Take a Guess on how Salty the Non CV Players are about this. And whose Games they Wish Ruined in Retaliation. Long Story Short. No Offense to you. But if you dont get why People Hate CV Players. Maybe Play some Matches in other Classes until your "Lucky" enough to be Focused by an Enemy CV and thus Find out just how Incredible Much you can do about it....
  3. I Hoped for either Mutsu or Warspite. But got Monaghan. Well Guess I got an AA DD now lol
  4. Sunleader

    Why not a WW2 simulation event? Axis VS Allies

    Wont Happen. It would make WGs Hatred for Germany way too obvious as German Heavy Axis Teams would lose 90% of their Matches. So WG will never do it.
  5. Sunleader

    Consecutive losses

    I envy you. Whenever I have a Loss Streak thanks to Potato Teams. They all do the exact same thing each Battle again... Albeit it was Hilarious in a way. Cause I posted a Screenshot of my Teams Position on the Map in the Forum. Saying that this is pretty much how my last several Teams moved every Single Battle. Then Love and Peace Joined me in Division to help me overcome the Potato Teams. And my Team just did the exact same Positioning as Shown in my Screenshot I had Posted in the Forums before.... It was Sad but also somehow Funny.
  6. Sunleader

    Consecutive losses

    Yep. Absolutely Certain :) A few Unlikely Exceptions wont really change that. And about 3 Weeks ago I had a Match where I lost a Game despite the Enemy being vastly Inferior. Simply because RNG hated my Team so much. That we lost 3 Guys to Detonations which according to Statistics has a less than 1% Chance to Occur :P Bad and AFK is two Different things :) An Bad Player even if he has no Idea he is doing it. Will still actually be of some Use to his Team simply by being there and Spotting Enemies in his useless Attacks. An AFK CV means he wont do anything so the Team has to Fight against an Enemy Team that will very often have at the very least some Rudimentary Extra Spotting and Damage :P
  7. Sunleader

    Consecutive losses

    At the Risk of provoking another Argument. I doubt that Luck will Help in this case. CVs are just too Influental. If your AFK as a CV you will never reach 30-40% WR Because the CV is just too Importand to the Team as an Asset. I wonder if you would even get as high as 20% WR when you AFK as a CV. As a BB you can easily even get 50% by being a Complete Noob. But as a CV this will likely never happen. They are just too Valuable an Asset in the Match as that the Team can Effectively Compensate for their CV missing.
  8. Sunleader

    Consecutive losses

    CVs are currently Extremely Overpowered and very easy to Play with as a Player. But being the Player of an Overpowered Class in a Game where Matchmaking will ALWAYS Pin you against another Player of that Class. Is a Double Edged Sword. Because as a CV Player right now. Your own Skills and Play has an Extreme Influence on the Match Outcome. Right now if you do worse than the Enemy BB thats matched against you. Your Teams Chances on Victory Drop by maybe 5% And can just as easily Rise again by someone else in your Team doing better than his Counterpart. But as a CV if your doing worse than the Enemy CV. Your Teams Chances on Victory get Cut by 50% or more depending on how much worse than the Enemy CV you do. So with CVs getting Long Streaks of Wins or Losses is much much easier than with other Ships. Simply because your own Influence is that Large. Well long Story Short. If you want to Play CV Right now. You should be Prepared for the Fact that unless your Skilled enough to Hold your own against the Enemy CV in a Direct and very Unforgiving Competition. You will lose alot of Matches.
  9. Sunleader

    Chat ban system needs fixing. Fast.

    Is it actually Chatbanning for Reports even if you didnt say anything? Cause I have not been Chatbanned so far. And especially as CV I get a Crabton of Negative Karma especially when I win. But I also very rarely use any Harsher Language even if I am Salty. Usually if my Team all gets stuck on an Island and refuses to move. I.ll instead tell the Enemy Team that they should stop wondering why nobody is Fighting them as that Free T-Shirt Giveaway behind our Spawn Island is way more Importand than them.
  10. Sunleader

    CV Rework Discussion

    I agree this would certainly Help if it ever came into Random Battles. Tough the main Issue of no Counterplay remains Unsolved.
  11. Sunleader

    CV Rework Discussion

    If a DD has Saturated Sections he usually has so little HP that it doesnt matter anymore. And yes AP can Damage modules if it hits them directly. But AP will cause far less Damage than HE on Modules. Thanks to HE Splash Radius. I dont count Bugs. They can happen for everything. I had cases where I bounced on DDs with my 420mm AP Shells. And then especially checked the DD if it had some extra Armor somewhere or something but found nothing above 25mm. No idea hiw the hell this Happened.
  12. Sunleader

    CV Rework Discussion

    I disagree with that. If you expect a DD beforehand and thus have time to load HE you should always load HE against DDs. (Except German BBs cause their HE Sux and their AP has pretty high Damage so on them it really doesnt matter so much) 3 Reasons for that. 1. Because 1800 Damage is more than 1200 Damage. Might just be 600 Damage more. But thats 600 for each Hit. And it can often means you need less Salvos for the Kill. 2. DD Modules have very low HP. And Crippling them is very valuable for BBs. Because Crippling the Torpedo Launcher resets his Reload. And any other Damage that keeps the DD away from you for but 10 seconds longer is worth doing. Cause if the DD reaches you. Your Dead. 3. HE causes Fires. Most People disregard Fires on DDs cause the low Damage they get. But to the DD the Fire is an extreme threat. It decreases Concealment and any HP lost to it is for vast majority of DDs lost permanently.
  13. Sunleader

    CV Rework Discussion

    Honestly said they dont need to. Its True that Torpedoes can Kill Cruisers. But Cruisers can actually Evade Torpedoes Pretty easily and thus usually wont be Hit by Torpedoes that easily. And thanks to their Fast Firing Guns a DD getting so close that even a Cruiser cannot Evade Torpedoes will usually Die extremely fast. AP being preferred for BBs against DDs is also Bullcrab. Its simply not True. The Reason why most BBs fire AP at DDs is because Reloading to Fire at the DD takes 30 Seconds and thus is unlikely to even be Finished in time to Hit it. And if a BB is that Close to a DD that he can actually Score enough Hits per Salvo to do Serious Damage to a DD with his Overpens. He is also long in the Range where evading Torpedoes becomes next to Impossible for him. And Cruisers dont actually need to Find DDs. Because DDs if they want to be useful can only go Limited Locations anyways. They go for Flanks or for Caps. And Cruisers Beat DDs in Direct Combat by Miles. So the Cruiser once he got to the DD will not just Disable the DDs Options of doing anything. But if the DD Fights the Cruiser will almost always Win. If the Cruiser goes for the Cap. The DD has to Retreat if he wants to Survive. And wait till a BB or other Cruiser has Killed the Enemy Cruiser. Of course. A DD can still Kill a Cruiser if he is Lucky enough or if the DD Player is far more Skilled than the Cruiser Player. But thats Skill Differences of the Players and Situations. Thats not Relevant to Balancing. For Balancing what counts is the Ships Capabilities. If we assume two Equally Skilled Players. And assume that both receive Equal Support from their Team. A Battleship will always Beat a Cruiser. A Cruiser will always Beat a Destroyer And a Destroyer will always Beat a Battleship But. And thats whats Annoying everyone. If we assume the same as above. A CV will always Beat a Battleship. A CV will always Beat a Cruiser. And a CV will always Beat a Destroyer. Can a DD Kill a CV ? Yes sure he Can. If the CV is such a Noob that he just keeps Standing Still in the Middle of his Spawn even a Fubuki which has no AA to Speak off can kill it with a Long Range Torpedo Salvo. And if a CV is so Incompetent with his Weapons that he cant even leave some Space between the Yellow Area of his Torpedo Spread and the Enemy Cruisers Path. Then the Cruiser can just Turn into the Torpedoes and wont get any Damage cause the Torps dont Trigger. But thats not part of Balancing. Thats just the CV Player being so Stupid that he is Killed by an Far Inferior Ship.
  14. Sunleader

    PLEASE unify the consumables hotkeys

    1. I wont comment on that Keyboard because if it was mine I would throw it out of the Window and Claim its never belonged to me if anyone asked. 2. Common Experience. But this is exactly why it makes more Sense to instead Change such Things. Only caring for the Short Term will always be more Costly than doing things with an Eye on the Longterm. 3. Thing is Mate. Doing this Now will maybe take 30 Hours of one Guy. (And that is really Over Generous with the Time needed cause its likely half or less of that) But it will Spare them 3-5 Hours in every Single Patch they ever make which Includes a Change to Consumables. So they will not just be back on the old Timetable with Fixes and Content Creation. For Updates in the Further Future they will actually have MORE Dev Ressources for Fixes and Content available. Because the guy who had to Spend 5 Hours on these Changes before now only has to Spend 2-3 Hours on them and thus gets 2-3 Hours of extra Dev Time on his Hands. 4. The Hearsay thing goes both ways. So its not really worth mentioning.
  15. Sunleader

    PLEASE unify the consumables hotkeys

    Then I shall Return the Courtesy and not bother Reading your Post further than that. Honestly Said. I dont think you Actually read my Earlier Posts Properly in the First Place. But under the Benefit of the Doubt I still Answered. But as you now actually Admit that your not even Reading my Post before your Writing an Answer on it. I can Safely Ignore you. Have a Nice Day ;) 1. Should have Expected that the Guys still refuse the Metric System would also Refuse to Change Keyboard Layout to a More Modern Variant :P But Jokes aside. Yeah. I didnt Realize this was still Common at other Places in the World. Scratch that Key then. I did Provide 2 Spare Keys after all. 2. I cant Speak on this in General. But I mostly Found this Cost Calculation to be Bullcrab. Because these Calculations always Run on the Same Basis. They basicly Just Calculate the Cost for that Change of Quality and Nothing else. But Optimizing a System like that on your End is not just one Quality Change that then never has any Causes. This Quality Change means that any Further Expansion and Addition to that System will have higher Quality and less Work Involved. As for the Cost itself. Dont feel Offended. But assuming Basic Salary of a Dev Including all of the Background Cost you would have in Germany. (Which is really quite alot. Because Germany requires quite alot of Paperwork as well as Insurances etc etc which requires other People in rear to be Paid for doing that Work and Insurance Shares to be Paid by the Company and so on and so forth) I would Put the Cost for Unifying the Fix at around 2400 Euro or less. Now this might Sound like alot. But for a Game of this Size with Tens of Thousand Users. This kind of Cost is Really Pretty Small. And pls note. Once the System is Set up Properly. And thus becomes much more Easy to Expand and Change later on. It will likely Bring back this Cost within 2 or 3 Updates. Because the Amount of Manhours it Spares you in Future Updates as you no longer have to Put someone on Implementing the Changes into that Difficult Overlapping System will easily Overtake the Manhours you had to Spend to get the System Optimized before. Simple Example. Earlier I said that I cant Imagine Wargaming to be using a Method of having each Consumable Set for each Ship and thus Requiring alot of Manhours to actually Change the Consumables for each Ship Seperately. The reason for that is the System behind it. You could use 2 Different Systems here. A. You put the Consumables in a Different Location and Share them for all Ships. So you only have to Designate which Slot uses which Consumable on each Ship. The Ship will then Call upon the Consumable to Calculate its Effects. This has alot of Disadvantages. Because it means alot of Extra back and forth calls and it also means you have to run the Full effect Calculation of the Consumables Effects each time the Ships File is Loaded. Meaning that using to the other System I Describe below. Would actually make it less Performance Heavy on the Enduser Machine. But it also has one Insane Advantage. Which is that if you Update or Change anything on the Ships or Consumables. It will work Automaticly without you going through Each Ships Data Seperately to Change it. So take a Heal for Example. It will now Check what HP has the Ship and then do the Calculation to Heal x% HP per Second as you Click it. (Or in the Loading Screen before Battle depending on System) B. You put the Consumables into each Ship as a Template. And each Ship effectively uses its own Consumables Set without needing to make any Calls or Checks on other Locations to get its Data. This also has alot of Disadvantages. Because it means you have a Larger Disk Space as you get Extra Lines of Code on each Ship File. And it also means when you Update something. You have to Update every Single Ship and Recalculate the Effects. But just like above. There is an Advantage here as well. You get less Performance Requirements because you dont need to Calculate anything upon Loading the Ship. You can just do the Calculations yourself and Input them as Direct Effect Data which will then be used without any Extra Calculations being Required. And you get less Calls and Checks Involved. Because you got all Data up front without needing any Extra Input. So taking the Heal again. Now you dont have to Check HP of the Ship and you dont need to Calculate anything. Because the Dev did that beforehand. And so you just get the Command Heal x per Second. So in System A you got a bunch of Commands which basicly sums up to "Call Consumable xy" and then the Command of that Consumable takes over and says "Check max HP of Ship, Calculate x% of Ship HP, Heal xHP per Second for xSeconds" In System B you got basicly just one Command which would be "Heal xHP per Second for xSeconds" BUT. For WG which constantly Changes smaller things like Ships HP or the amount of Healing etc etc. System B would be Horrible because it would give you 10 Hours extra Work on each Single Change here. Hence. Investing 50 Hours to Change from System B to System A would be an Absolutely Worthwhile Investment. Because they would Spare Tons of Money and Time in the Future :) And Long Explanation Short Sense. If the System is Easy and Optimized. Changing this to Unified Keys is no Problem and not much work :P If the System is indeed Complex and Hard to Change. Then Changing it Now will Spare us Tons of Times and Money in the Future because you dont have to constantly spend the extra work whenever you change or add new Consumables to it :P
  16. Sunleader

    PLEASE unify the consumables hotkeys

    Sigh... 1. Wont happen. 2. Sorry. But could you PLEASE at least sometimes actually Read on things you want to Argue about ???? I-400 was an Submarine Aircraft Carrier Carrying Float Plane Bombers. If we ever get it. It would be an Aircraft Carrier Submarine with Dive Bombers xD 3. Unlikely to say the least. But also Irrelevant. Because even then you still got Spare Keys. 4. I never even once had a Keyboard which did not have that Key. Needless to say the only Keyboard I know who doesnt have it is the Really Old ones with Super Large Shift Key. But again. Simply use a Different Key then. We got enough to Spare. 5. Factually Wrong. A. This is Requested again and again and not just by an Minority but actually by a Large Majority of the People in this Forum. B. The Spread is the exact Same as right now. Not a Single Key I mentioned is further away than the ones we already use. And actually if your Using the Number Keys you can in Fact Rearrange it for all Consumables being In the Triple Row Right of the WASD Block. It is in Fact far Less Spread out if you would do it like that. 6. No its not. As I explained before. The Consumables Relations to the Slots and UI have been Changed Numerous Times for really Minor things in the Past. So this cant really be such an Big Issue. Otherwise Wargaming would not constantly do it. Changing it for each Ship Sperately assuming they really Set it up Inefficient like that. Would certainly be Tedious due to the Large Number of Ships. But as it would be Fairly Simple Work its still just work for but a few Hours. 7. Sorry to Tell you. But I actually learned and worked in this Stuff. And unfortunately 99% of the Stuff I have worked on was Written by others. Which is a Pain in the Rear especially when its stuff where they Smashed Modern Automatization with GPS Links, Radar and Laser Sensors ontop of an Machinery Build during World War 2 and Remodeled 50 Times over the Decades to Fit Monitors and Touch Screen Panels to Control and Monitor Engines which are partially Still Running with Concrete Resistors and Oil Paper Insulation..... Compared to the Programs you find in these Systems with their Countless extra interim programming that they need because they have to Control Machinery not meant to be Controlled by this kind of System. Any Game Code I have seen in my Life is a Joke that most Hobby Modders can learn to Change and Adapt within a few Weeks from Scratch. But see Mate. Even if assume that Wargamings Code is a Complete Mess that only Supports the Idea of getting this Done. Because its better to get it Properly Fixed and Done NOW before they Change it another 50 times and make things even worse.
  17. Sunleader

    CV Rework Discussion

    I am Impressed there is still People seriously Claiming that there would be Counterplay against CVs.
  18. Sunleader

    PLEASE unify the consumables hotkeys

    I actually Did. But on the Chance that your simply not Competent enough to Understand it. Let me Explain it. Here is the Original Post of mine. And below I.ll Explain it a bit easier so that you can understand it hopefully. 1. As you See. I didnt not Remove Damage Control. I merely Pointed out that it is already a Unified Key. And thus does not need to be Changed. 1.1 As you can See I listed all the Consumables. The Reason why you come out with 10 Additional Keys beside the Damage Control. Is because I in my List Simply Merged Catapult Aircraft and Reload Boosters. No Ship has Fighter AND Spotter. So you can give them the Same Key. And nobody has Main Battery AND Torpedo Reload Booster. So you can give them the Same Key as well. This makes 8 Additional Keys. Not 10. 1.2 Additional Keys for Submarines and CVs dont Matter because they are entirely Different Ships. And if they use any Special Kind of Consumables there will also be Consumables they cant use. If they use a Reload Booster it can simply use the same key as with Surface Ships. Same for any Speed Boost, Heal etc. If they get an Oxygen Replenishment for example. You can put that on the Catapult Aircraft Key because Submarines wont get Aircraft. With Current Mechanics Radar is also Extremely Unlikely for Subs. So you can get another Key there which can be used for any Sub only Consumable. 1.3 Now. We currently are using R for Damage Control. That one is Unified so no need to Change anything. The Keys already used for Consumables are T-Y-U-I Which are already Spread over the whole Damn Keyboard anyways. Now you got one more Free Key below the WASD Block with is "<" Key that can be used. Directly below T you can use G for another one. Then below U you got J which is not used either. So we already got 7 Keys Available for non Damage Control Consumables. And Directly above them you also got the Numbers Keys several of which are Closer to the WASD Block than the currently used Keys or at the same Distance. 5-6-7-8 to Limit it to thus Directly above the Currently used Consumable Keys. As you got neither more than 4 Aircraft Squadrons and alos not more than 4 Shell Types or Weapons on any Ship. You can use these. On the off Chance we ever get a 5th Squadron or Weapon you could also just Start from 6 Bam you now got 10 Keys Available all of which are not in the Slightest bit Further away than the Current ones. Now Simple Basis. R remains Damage Control. T is the Heal U is the Speed Boost < is the Torpedo and Main Battery Reload Booster I is the Spotter and Fighter Catapult Aircraft on Submarines it can also be used for Oxygen Refill G is Defensive AA Y is Smoke 6 is Radar 7 is Hydro You still have J and 8 as Free Keys in case they Really Come up with any Further Consumable that cannot be Classed below any of the already Existing Consumables. 2. Sorry but No. The one who has no Idea what your Talking about is you. If they have 5 Slots they can Add another Bunch of Slots. They have done this in the Past to add further Consumables. And they will likely do it anyways when adding even more Consumables which they wont Unify and instead use in Strange Combinations... Its not even that much Work to be Honest. As the Data for the Slot itself can mostly be Copy Pasted and the only real Change will be Assigning the Consumables and Keys to the New Slots and Rewriting the File handling the Slots. Honestly said. I would Expect a Decent Programmer to be able of doing that in one Day. Lets say 2 Days assuming that the Consumables are Handled on a Ship by Ship Basis and thus Need to be Assigned for each Ship Seperately which Creates no Difficult but very Tedious Work. This isnt Space Magic Mate. Its a Freaking Call for heavens Sake. If its Really any more Complicated than that. Then Seriously They should Rework it just for that Reason. Because if its any more Complex than that then they should have gotten rid of it Ages ago to Optimize the System. And Waiting with Reworking it will only make it worse because it becomes ever Bigger.
  19. Sunleader

    CV Rework Discussion

    1. I see. I didnt get that. But thats also because you dont need to be a Unicum to completely Dominate a Battle and Frustrate whoever you happen upon. Especially in Low Tier. Any CV which has learned what the Yellow Marked Area of his Torpedoes Signifies can effectively Kill me without effort. Why ? Because even as a Veteran BB Player there is Absolutely nothing I can do about his Aircraft. And this becomes far worse in Higher Tiers. And this works both ways. I have Defeat BB Players with my CV which if I had been a BB would have Mopped the Floor with me without Effort. But as a BB Player even a CV which is entirely Incompetent will still Completely Ruin my Game because I cant do anything about him. This is not 1% of the Battles due to Unicums. This happens most of the Battles with a CV Inside them. If only Unicums would be bothering me. I would not Post. Because they can bother you regardless of the Ship. But thats just not the case here. 2. Likely. But while we can never know for sure. Some Guesses are Possible. And so are Deductions. 3. WG wants more CV Players. But they didnt state that they would do it regardless of the Cost. :)
  20. Sunleader

    PLEASE unify the consumables hotkeys

    Mate no Offense. But I explained why you dont need 11 Keys. And I also Explained how to Solve the Problem with the System assuming it even Exists because that would be quite the Strange System to Use and I would remove it anyways because this kind of System with Slots tends to clog up the System as it Requires extra Checks and Calls which should be Remove Simply for Optimization Reason. So either you Ignored it and just Repeat your First Statement. Or you didnt actually bother Reading my Post which Already Answered this. In either case pls dont do it. Its Prompts me to Answer but as you didnt say anything I have not already Answered it will just go in Circles.
  21. Sunleader

    CV Rework Discussion

    1. Except you dont just meet them in 1% of your Battles. In Lower Tiers you get them in 90% of your Battles. And in High Tiers you still get them in 30% of the Battles. CVs might be an Minority Playerbase. But you only need 1 out of 12 Players to be a CV to be Present in Every Battle. So even with the 1 out of 20. CVs are in Average in at least Half of the Battles. And Thanks to how CVs work. Once they are in Battle. Chances you have to Deal with him are near 100% 2. In the First Week after the AA Rework. We Gained 1k CV Players most of em in T4 We lost roughly 3k Players from the other Classes. Most from the DDs. Might be Irrelevant Numbers in a Game Played by Several Tens of Thousand Players. But I really have to Ask if that is Worth it. You Gain 1 CV Player in Exchange for losing 2 Players from the Game entirely. And you make 1 out of 20 Players Happy while at the very least 10 of 20 Players are Annoyed and Frustrated. So under this Respect its just not an Logical Move. The only Explanations available. Are either that WG wants CVs no matter what. And thus made them OP to Attract Players to CVs. Even if it Means losing Players Overall. Or WG was Simply Incompetent and Miscaltulated something. And as I said before. WG might be alot. But Incompetent is not one of the things they are.
  22. Sunleader

    CV Rework Discussion

    I dont think Subs will be anywhere near as bad as CVs. From what we saw on the CC Videos. The Torpedoes even if they got Homing Quantities are Fairly Easy to Evade and will sometimes even miss Bots if you didnt Aim them Right before making them Homing. And the Subs have Barely any Health. So they end up Killed rather easily and rather Fast if they do even Minor Mistakes. From a Balance Viewpoint they dont seem to be much Different from DDs. Basicly being a Class which can really make Life Hell for Enemy Battleships but which ends up Dead extremely Fast if it messes up just Slightly. What Annoys me to no end. Is that CVs are Extremely Effective against them. Unlike CVs which got Unlimited Range and Flight Time. The Subs got Limited Oxygen. So the CV Circling above them Forces em to use Oxygen. And the Attacks even from a few Rockets can easily take away what little Health the Submarines have. Thanks to that. Submarines will not just not Counter CV Dominance. But will likely make it even more Pronounced. Because the CV will easily be able to Prevent Enemy Submarines Gameplay just like its currently able to prevent DD Gameplay...
  23. Sunleader

    CV Rework Discussion

    Problem is not a Lack of Perfect Balance. But a Lack of any Balance at all. Right now CVs are so Overpowered that there is barely any Balance involved at all. And that should not happen. I in General Agree that Balancing Requires Live Server Runs. Because you wont get the Data from just PTS Runs. And you also wont Achieve Perfect Balance unless you completely Abandon any new Features. But the Current State of the Game is far from Acceptable. And I am not sure this is Unintended to be Honest. It feels much more like Wargaming made CVs Overpowered on Purpose because they wanted to Increase CV Player Population. Before 0.8.5 CV Population was alot Higher than during RTS. As WG Seemed Fairly Satisfied with that. Even tough it was mostly just People Playing it because CVs were OP as Hell. When 0.8.5 Increased AA and made CVs halfwat Balanced again. The CV Population immediately went back down to the Actual CV Players and all the People which only Played it because it was OP Immediately went back to their old Class or Left. Being Honest. The AA Change feels like WG wanted to Improve the CV Population again and thus made CVs Overpowered again. Hoping that People will Change Class again. Alot of Old Players will Complain but not Leave even if they are Unhappy with a Situation. At least they wont Leave within a few Months. And the Current Situation is so Unbalanced that the Idea of the Devs really considering this Balanced is rather Unfathomable. People say you should not attribute to Ill Will what might be the result of Incompetence. But WGs Devs are neither Stupid nor Incompetent. There is no Way the Devs have not Realized the Current Situation of CVs being Overpowered as Hell. Meaning that its much more Likely that the Current Situation is Intentional. Also. Going by your Logic. It would have been much more Logical to Push CVs to the Weak Side rather than the Strong Side. Because CVs are as you Correctly Stated a Minority Class. So making these less than 5% Unhappy by keeping Inbalances Disadvantaging their Class. Would be far more Logical than making the other 95% of Players Unhappy by giving the 5% the Advantage in the Inbalances. So I dont think that Explanation holds Water. If they really just Accepted Small Inbalances in Favor of not wasting further Time with it. They would have kept CVs on the Weaker Side instead. As that would be much more Acceptable than creating a Situation which currently will often Frustrate the Average Player.
  24. Sunleader

    Tirpitz and Asashio are back in action

    I have to Agree. After seeing the Ship a few Times its a Typical Exp Pinata Enemy. The Laughable low HP Pool makes it an Excellent Experience Farming Target for Enemy BBs. And the Lack of AA in the Current CV Overlord Meta is a Death Sentence at Tier 5. The only Positive Aspect of the Ship is the 12x305mm Guns. But if you want these you can just get the Soviet Premium Tier 5 BB instead. Which comes with an Decent AA Suite (well as far as AA can even be called Decent right now) and with nearly 10k HP more.... So anyone considering to Buy it should instead rather look at the Soviet T5 BB Octobre Revolutzia or how its Called.
  25. Sunleader

    PLEASE unify the consumables hotkeys

    1. I dont see an Issue with this. Because I would Treat Submarines Similar to CVs. They got their Entirely Own Set of Consumables and thus dont matter so much if they Overlap. Moreover. As I said. The Keyword is actual Usage Difference. For example. Any Speed or Reload Booster Consumable for Subs will Simply Share the Respective Key. And as Submarines are Extremely Unlikely to Receive a Heal. They could use that for any Oxygen Refill Consumable. 2. Well thats where the Difference in Opinion is. I think the longer we wait the more unlikely it will be we ever get it. Because once the System is Changed it becomes much easier to Adapt new Features into it. The longer we wait. The more Complicated it becomes and the less likely is they will ever be able to afford the Ressources to do it :) I am not sure this would Help. My Main Beef with this. Is that for example between Driving a French BB and a DD I end up using the Reload Booster on the French BB instead of the Speed Boost. Because they have Changed Keys.... And we dont need K. I actually Explained this Already. We got 10 Keys in Direct Range. Which is more than Enough to get a Unified System.
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