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Everything posted by Sunleader
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Colorado for Every Captain! New Combat Missions and Activity Rewards
Sunleader replied to The_EURL_Guy's topic in News & Announcements
Well. I Agree we dont yet need the Counter. But I do think it would be Very Nice to just Write it into the Mission Description :) Effectively. Instead of the current Text which says "Finish Missions in any Order" The Text should Say "Finish at least 5 Missions in any Order" Then even tough there is no Counter. It would be Clear for Everyone right away :) -
Colorado for Every Captain! New Combat Missions and Activity Rewards
Sunleader replied to The_EURL_Guy's topic in News & Announcements
Thats the Thing. Right Now. We have absolutely no Way of Telling this. What we See right now is this. (Sorry for German Screenshot. My Game is Set to German ^^) Finished First Segment which due to being Finished Shows no Counter. The Currently Locked next Segment. Which is also not Showing any Counter or Indicator as to how many Missions you need to Finish it. The Mission Description only States. "Finish Missions in any Order" Its not giving any Indication as to how many of the Missions we need to Finish :) -
There is a few Flaws in that Logic. 1. We already Assume that there is additional AA Present. Which means we are Already Stacking a Single Player against 2-3 Players just to mount a Defense. 2. The DDs AA actually does not do any Additional Damage by having others Closeby. It merely has a Chance on the Kill as its Damage Tick might be the one to Finish an Enemy Plane. 3. This does not Change the Fact that a Damage Number is not telling anything about the actual Results. You can have 20k AA Damage in a Shima due to being Bombed by 3 Squadrons. Yet you might have Killed just 2 or 3 Planes because the Damaged Planes just Withdrew. 4. Average Numbers of Aircraft Killed. Especially on a DD are Pretty nonsaying really. Because many CVs will Drop Fighters onto a DD to keep him Spotted. Thus Buffing that DDs Killcount for Aircraft due to Fighters being very easy to Kill even for Extremely Weak AA. In T10 Just one Fighter Squadron being Dropped above you. Basicly nets you 7-10 Aircraft Kills depending on the CV. Without you Shooting down a Single Attack Aircraft. Meaning that in 1 out of 3 Games a CV Drops a Fighter Squadron above you for Spotting. You already have that Number. And thats not even Counting the Potato CV Flying into a Random Flak Cloud here and there Gifting you Free Kills by Enemy Incompetence. So Yeaaaah. Very Impressive. My Benham has 3.7 Aircraft Kills per Match. And its never even once Defended me against Enemy CV Strikes. Because its AA is Frankly so Weak that it sometimes wont Stop T8 CV from Dropping me 3 Times with 1 Squadron despite using Sector. So Sorry Mate. But let me Ask you Again. What Exactly are you Trying to Prove with the 20k AA Damage thing ?
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The better Answer would likely to instead Buff Alpha a bit. Thus putting more Focus on Skill. Making it Harder to Hit. But making the Hits also Hurt more. Meaning Good Players get Rewarded for Evasion as they Suffer no or minimal Damage. While Bad Player that just Drive in Straight Line get Punished by taking even more Damage than before.
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Guys. I know its a Promotion Reward and thus not supposed to be Big. But this one I am actually Dissappointed in. Not because its a T4 Ship or Bad. Its a Promotion Gift so I dont mind it just being something small thats likely easily available later. But because its not really an Early Access for the New Dutch Cruiser Line. De Reuter has no Airstrike or anything. So its not really giving us any Glimpse into the Dutch Cruisers. Playing it serves no Purpose as its just a T4 Cruiser with nothing out of the Standard :) Would have been Nice if you had at least goven us the First Dutch Cruiser that actually gets an Airstrike :) Greetz.
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Thats quite High. But Yeah. Would have Expected that ^^ Albeit then Maybe not as a Gift but as a Rental Ship ^^
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Raketenflugzeuge! Bitte die alte Mechanik wieder zurück!
Sunleader replied to Navinor's topic in Allgemeine Diskussionen
1. Das schon Ok. Wenn du etwas Lernst hilft das in sich selbst schon das du besser verstehst warum andere CVs für OP erachten. 2. Der lange Sinn des Posts war allerdings das du vieleicht weniger die Definition des Guten Spielers suchen solltest. Sondern die Definition von OP. Denn Viele auf Anti CV sowie auf Pro CV Seite haben hier ein Schwarzweis Bild wo OP=Gott ist. Und daher entweder meinen CVs sind OP und daher Gott oder aber meinen das CVs nicht OP sind weil sie halt nicht Gott sind. Aber Zwischen Gott und Balanced. Ist ein sehr SEHR großer Grau Bereich. Und Ich denke wir können uns Einigen das ein Schiff das 2 mal oder sogar nur 1.5 mal so Stark ist wie andere Schiffe. Bereits als OP gilt. Obwohl es halt nicht Gott ist. CVs sind soviel Wert wie 3 bis 4 andere Schiffe. Können also auch nicht allein Gewinnen wenn das Team Grütze ist. Aber sind Definitiv OP :) 3. Gute Spieler sind übrigens die. Die einfach nur Gewinnen. 4. Schlechte Spieler sind übrigens Irrelevanz für die Balance. Denn sie können Vorteile nicht nutzen und Nachteile nicht Kompensieren. Sie geben also keinerlei Feedback dazu wieviel ein Vor oder Nachteil ausmacht. Sie geben lediglich Feedback darüber wie leicht oder schwer bestimmte sachen zu lernen sind. Greetz ;) -
Thats Factually Wrong. Your Planes and Ships Ammunition are all Unlimited. But all of them are only Unlimited if the Time is also Unlimited. Which of course is not the Case as the Match has a Timelimit. Therefore. In Respect to the Timelimit. All Ships have only a Limited Supply of Ammunition and/or Planes. For example. Lets take the German T10 Ships assuming a 15 Minute Match and all Ships without Upgrades, Signals or Skills but with Top Equipment. Thus there are no Buffs to Reload of either Ammunition or Planes. Z52 has a Maximum of 236 Main Battery Salvos. And 10 Torpedo Salvos. Hindenburg has a Maximum of 91 Main Battery Salvos. And 10 Torpedo Salvos. Grosser Kurfürst has a Maximum 28 Main Battery Salvos. Manfred has a Maximum of 26 Bomber Drops. Now. A Difference between other Ships and CVs. Is that other Ships dont get any of their Ammunition Returning. Including Planes on the Current Hybrid Ships. While CVs do actually get Ammo back if they dont waste it. And other Ships are Bleeding Ammo if they dont use it. Whereass the CV can Prevent that Bleed because he can Store additional Salvos on his Deck which can then be used in larger Salvos. The other Glaring Difference is of course that other Ships to actually use that Ammo and not let it go to Waste. Have to also Risk a Limited Reserve which we have not Talked about here so far. Their HP. Because while the CV can use his Attacks without Depleting any of his HP. Other Ships Generally have to put their Extremely Limited HP at Risk when they want to use their Ammunition Reserves. So. 1. For DDs. The Main Battery Shells have such a Large Reserve that you will pretty much never use them. In Fact 90% of them will end up Wasted because the DDs Main Battery is Generally not very Strong and can only be used either in Smoke or by giving up the Concealment which is the most Importand thing a DD has. Thanks to that. The DD will never have a Problem with Ammunition of his Main Battery. And can Fire whenever he wants. But its very Inefficient. And as the DD also has the smallest HP Reserve. Him using the Main Battery often is not a Good Idea because he just does not have the HP Reserve to actually make it Last as long as his Main Battery Reserves. The much more Relevant Limit for the DD. Is his Torpedoes. Because his Torpedoes are actually the Strong Weapon of a Destroyer. And our DD here. Only has 10 Salvos of these. He has 80 Torpedoes in 2x4 Launchers. So only 10 Salvos to actually Drop into the Water. (Actually only 9 cause he Starts with no Torps Loaded) That also means. That any Salvo he lets go to waste by not Using it. Actually Really Hurts him. Because he already has a very Limited Supply. And any Salvo that Misses basicly means he then needs to wait 90 Seconds for his Torps to Regenerate before he can use it again. 2. For the Cruiser its a Balanced thing. He has Pretty Big Reserves on both Weapons. Of course that Reserve is also Needed. Because his Main Battery is fairly Weak in Alpha Damage and thus needs a Large Volume of Salvos to actually cause Significant Damage. And the Cruiser has a HP Reserve which tends to be Depleted really Fast thus making it a very Importand Decision on when to actually use your Ammo Reserves and when to better let them go to Waste as otherwise your HP Reserve might be Dropped to 0 and thus also Set all your other Reserves to 0 by Default. The Torpedo Reserves here are very Nice. But come with the Drawback that 90% of them will go to Waste. Because their Range is very Short and thus cannot be used unless you take an Extreme Risk to your HP Reserve by going extremely Close to an Enemy Ship. 3. Battleships meanwhile have an Absurdly Large HP Reserve. Which also tends to be Difficult to Deplete thanks to Armor. But in Exchange. Their Ammo Reserve is actually Extremely Low. And worse. Their Guns are very Inaccurate. So even if they keep Firing they will often not hit that much. BUT. If they Hit their Ammo also has very high Alpha similar to Destroyer Torpedoes. Meaning that they can Deal alot of Damage with justt 1 Good Salvo. Due to that. For BBs its generally Wise to always use the Available Ammo as much as Possible and not let any Salvos go to Waste unless it would really Pose a Big Risk to your HP Reserve (Currently being Broadside to an Enemy BB for example) 4. CVs have a Larger Reserve than BBs. And unlike BBs. They can keep Reserves up on Deck. So they can take some Time to Aim their Drops without Risking any Ammunition as their Deck can Store additional Salvos while they are out. Moreover. The CVs Reserve has a trickle back. So a Part of the used Ammunition Returns to the Ship and can be Used again. The Exchange for that. Is that the CV only gets an Alpha Comparable to a Cruiser rather than a Battleship. It does however also get Accuracy comparable to a Cruiser. TLDR. Nope Sorry to Tell you. But The Fact is. That a Cruiser will still Generally have a Harder Time to Kill a DD than a CV. Yes. A Cruiser will easily Kill a Potato DD which drives into his Radar and then Smokes Surprised that he doesnt go Dark. Likely coming to the Forums afterwards to Cry about OP Radars. But if that is the DD Skill you use on the Cruiser. You also need to use it on the DD which the CV encounters. And which thus will Drive in a Straight line while Showing Broadside to the CV. Thus losing Half its HP in a Single Salvo of the CVs Rockets. Likewise. A Skilled DD which will Angle and then take an Evasion Maneuver on the CVs Attack. Thus only getting Light Hits sometimes (if the CV Predicted the Evasion Wrong or had Bad RNG) Will also turn away from a Radar Cruiser and then do a Course Change once the Cruiser Fired thus Evading his Shells or only getting Light Hits somethimes (If the Cruiser Predicted the Evasion Wrong or had Bad RNG) The Difference of course being the Big Matter. That the CV can Spot the DD at any Range and without any Risk to his own HP Reserve. Where the Cruiser cant do that as his Radar has Limited Range and he himself is slower than the DD thus not able to Follow him like the CV. In Exchange. The Cruiser at least if its a Cruiser that has Radar and is in Range. Has the Advantage of being able to Deny the DD Smoke. Meaning. CVs are Still as Dangerous to DDs as a Radar Cruiser. Which with all Due Respect. Is GOOD ENOUGH. CVs SHOULD NOT BE ABLE TO GUARANTEE KILLING A DD. BECAUSE NO OTHER SHIP IN THE GAME CAN JUST GUARANTEE KILLS LIKE THAT EITHER. So far the CV Could in Fact Guarantee that unless the Enemy DD basicly Retreated to a Distance where he was no longer Participating in the Battle. And that got Fixed now. Which is the First Proper Step in the Right Direction. Now they just need to also Add a Delay to Divebombers and we might be looking at CVs being halfwat Balanced.
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lol 1. Now your getting Absurd. Not only are CV Rockets. (Except Tiny Tims and GZ Heavy Rockets) much better at Saturating a Large Area. But using Ripple Fire ? You Serious ? ^^ That wont allow you to Saturate an Area at all. Moreover you lose Valuable Time out of the Tiny Window in which you can actually Shoot at the DD thanks to Radar. Maybe you forgot. But a Cruiser cannot prevent the DD from just Disengaging once the Radar is over. He cant just follow it with 150 knots :) 2. Mate. Would you pls Refrain from Lying straight into our Faces ? You are not Sympathetic to anything but your own Problem. Yes. As all Global Nerfs this caused Collateral Damage. GZ with its Heavy Rockets and Saipan which only has Tiny Tims. Will simply not be Hitting DDs anymore. Which is Intended by WG I guess. As from the Start they wanted these to be "Heavy Rockets" that can be used against BBs and Cruisers.... But thats how WG always does things. They first do the Global Change and then need a few Months to Adjust the Balance. CVs itself were the same way. Yet when People demanded to Turn back CVs you Argued against it. Instead telling People to wait for WG to Balance it or even claiming that its Balanced even tough it Obviously wasnt and is not even Today. So this is just Dishonest from your Side now. 3. LOOOL A Skill Based Weapon..... Mate. I dont know what your Taking. But I want something for next time I throw a Party. Seems to be Good Stuff. Rockets NEVER Required much Skill. You Pointed the Aim at a Target and Clicked. Instant Hit depending 100% RNG. What extremely little Skill it Required. Was that you could Think and Breath at the same Time. After all you had to actually Learn that after you Start the Attack there is a Minimum Distance you Fly before you could Pull the Trigger. When you then Learned that your Aiming Reticle became Larger if you Turned and Smaller when you Fly straight. You basicly know everything about Rockets there is to know. Then if you Truly wanted to Master the Art of the Rockets. You basicly could Learn exactly 2 things. A. That if after the First Attack you can Watch the DD to Cross the DD and thus get the Second Salvo on his Broadside. B. That if you knew the DDs Position you could Start the Attack Earlier even tough he was Unspotted and then Correct your Aim once you found him. Thus not Overshooting him. There was no Skillcheck here aside from Basic Understanding. The DDs Skillcheck was basicly to Angle into or away from your Squadron and Pray. The CVs Skillcheck was to Aim at the DD and Click the Left Mouse Button. The only Rockets which were Remotely Skillbased. Were the AP Ones. And even these only were Halfwat Skillbased because the CV had to Choose the Right Target which was Cruisers. If you tried using these on DDs unless they were very low HP you already Failed that Skillcheck.... And because Angling actually mattered..... NOW This Weapon actually Requires some Skill. Because now. The CV actually gets a Skillcheck of Leading the Target. Including the Lead on the Possible Evasive Maneuver. The DD meanwhile gets the Skillcheck to first Angle Properly and then take an Evasive Maneuver.
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The CV Players may Dislike it. But that would actually make CV Gameplay alot Fairer. Even a Radar Cruiser at 10km has a 5 Second Delay between Firing and his Shells Landing at a DD he Radared. So its not like a 5 Second Delay is Impossible to Lead or anything. But it does allow some Evasion for Smaller Ships like DDs to Reduce Hits and sometimes even Dodge the whole Salvo if the Cruiser expected a different Turn. For Torps of course no Real Delay is needed. Maybe like 1 Second or so. As the Delay can be done mostly with the Torps themselves. For Level Bombers and Skip Bombers its the same. They are already pretty Delayed as their Dropping Animation. For level Bombers as they Fly the Line and Drop Bombs in that Line. And for Skip Bombers the Bomb skipping over the Water. Already Provide that. But Divebombers should actually get a Delay here as well. As they can still Drop right away. For example. When Pressing the Button. The Divebombers could actually only Raise upon the Aiming Phase. Not actually Diving. Thus only Diving AFTER the Player Presses the Drop Button. Thus the Dive taking 3-5 Seconds and no longer being Changeable. If Surface Ships had this Delay to actually Evade Attacks. Thus allowing Fast and Nimble Ships to Avoid Damage more often. If this Shoots over the Target of just Balancing CVs and indeed ends up making them Underpeform. Albeit I think thats unlikely. It would be fairly easy to then just Increase the Alpha or CV Weapons. So that their Attacks are less likely to Hit. But will do more Damage if they Do hit.
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Raketenflugzeuge! Bitte die alte Mechanik wieder zurück!
Sunleader replied to Navinor's topic in Allgemeine Diskussionen
Ja Doch. Kann man so Stehen lassen ^^ Passiert in der Tat häufiger genau so wie du das da Beschrieben hast. Auch wenn Ich was Kaltes zum Trinken bevorzuge. So verzerrt war das Bild garnicht. Das is an sich garnicht so Selten das das genau so abläuft wie du das da Oben beschrieben hast ^^ Hektisch wird das eigendlich immer nur dann wenn das Eigene Team so dermaßen Schlecht ist. Das es sich Schneller wegschießen lässt als Ich das Gegnerteam klein kriege. Also. Entwischen tun die Schonmal garnicht. Denn du bist Minimum 4 mal so Schnell. Smoken kann er. Dann wechselt man das Target und setzt nen Fighter damit man auch sieht wenn der DD ausm Smoke wieder raus will. Feind Fighter sind dabei zu Ignorieren denn die halten eh kürzer als der Smoke oder werden von den eigenen Fightern gecancelt. Dein größtes Problem scheint aber eher zu sein das der DD nicht von einem Schwadron Stirbt. Das solltest du aber von vornherein nicht Erwarten. Du Fährst ein Schiff das Overpowered ist. Also Stärker als andere Schiffe. Das heißt aber nicht das du Gott bist. Wenn eine Yamato gegen eine Nagato Spielt. Wird wohl keiner bezweifeln das die Yamato massiv Stärker ist. Das heißt aber nicht das die Yamato mal eben die Nagato Deleted obwohl der Spieler der Nagato weiß wie er sich Positionieren muss. Es ist aktuell Lustig. Du Realisierst das du derjenige bist der das Match Carrying muss. Siehst das aber als Negativ an. Bzw realisierst nicht wie OP du aktuell bist. Denn andere Spieler in Surface Schiffen sehen sowas auch. Aber die können da einfach nix drann machen :) Wenn du übrigens 35km von nem wichtigen Punkt weg bist. Bist du Falsch Positioniert. Zwar ist ein CV wesentlich Toleranter was die eigene Position angeht. Aber du musst trotzdem noch ein bissl drauf achten. Standest du vieleicht einfach noch am Spawn rum anstatt dich inne gute Position zu bringen von der du beide Flanken Supporten kannst ? IMMER Ignorieren. Es sei denn es ist direkt auf dem Weg und der Angriff trifft kurz nach dir ein. Fighter halten 60 Sekunden. Sind davon nur 50 Sekunden Gefährlich. Wenn du also ne Minute Brauchst um den Umweg zu machen. Bist du nicht nur wahrscheinlich eh schon zu Spät. Sondern du hast auch nix gewonnen. Denn du hast 1ne Minute verschwendet um den Gegner CV VIELEICHT 1ne Minute zu kosten. Zudem hast du gerade den Wertvollen Spotter verschwendet der deinem Team gegnerische Kreuzer hätte aufzeigen können und so dem Gegner positionen verweigert und möglicherweise deinen BBs zu Devstrikes verholfen hätte. Es macht manchmal mehr sinn die Überlegene Flanke zu Pushen und somit schneller frei zu machen. Damit sie umschwenken kann. Vor allem aber. Wenn du in AA Fliegst. Drop vorher einige Flieger um die Verluste klein zu halten. Vor allem aber. Drop Fighter so 9km vor den Gegnerschiffen damit die Offen bleiben und dein Team weiß wie die sich bewegen. Insbesondere damit deren Kreuzer offen für Flankenfeuer ist. Viele sehen das. Aber dem Gegner die Breitseite Zeigen und abdrehen ist immer Gefährlich. Bevor also die Gute Flanke nicht selber den Durchbruch hat. Können die nicht viel machen. Denn auch wenn auf der Flanke nur noch 2 BBs sind und alles andere Platt ist. Können diese beiden BBs noch Schiffe kosten wenn man ihnen die Seite zeigt um zur andere Flanke rüber zu schippern. Zudem ist es auch nicht sinnvoll in kleinen Stücken auf die Starke Flanke des Gegner zu rücken. Denn gegen überlegene Feindflotte kann man nur Kiten. Nicht Pushen. Sprich der Gegnerflotte entgegen zu fahren macht erst sinn wenn man auch zusammen fahren kann. Die Kreuzer hättest du übrigens erwarten sollen. Oder war das dass erste mal das die dieses Match aufgegangen sind ? Das Bezweifle ich um ehrlich zu sein. Sprich die wahren bestimmt vorher schonmal an der Flanke gespottet. Du hättest also wissen müssen das die wahrscheinlich den BBs folgen. Das tun Kreuzer nämlich gerne. Niemals übern Blob Fliegen. Wenn du vor den BBs Kreuzer findest. Drop lieber die. Kostet die auch zeit zum ausweichen. Und dich weniger Flieger. Vor allem aber. Macht denen jeder Treffer mehr aus als dem BB das viel HP und Torpprotection hat. Ja das hatte Ich irgendwie schon erwartet. Nicht nur das du vergessen hast das der DD noch da ist. Sondern vor allem stand dein CV auch die ganze zeit einfach nur im Spawn oder ..... Sprich jetz musst du aus Stationärer position anfahren und hast nen DD am hintern. Das mit dem DD am hintern kann schonmal passieren wenn das Team zb die Mitte offen lässt. Aber deshalb fährt man als CV nen bissl rum. Und wenns nur Autopilot is der Schleifen fährt. Weil wenn der CV schon fährt. Kannst du einfach wegdrehen und wegfahren. Der DD is nur etwas schneller. Braucht also ne weile zum Aufholen. Ausserdem kommt viele nicht durch dein Deck. Der kann also nur wenig schaden machen. Weil Torps leicht auszuweichen sind wenn man von ihnen weg fährt. Dein Team hat allerdings unrecht. Bot CVs sind aktuell echt gut darin den CV zu bewegen und weg zu fahren so das sie nicht so leicht zu kriegen sind. Bot CVs sind primär im Handling der Flugzeuge enorm Schlecht ^^ Zuviele Fehler gemacht auf deiner Seite. Das is halt die sache wenn nicht nur nen Schiff sondern die ganze Klasse OP ist. Wenn nur ein Schiff OP ist. Kommst du ins Gefecht. Und der Gegner hat kein OP Schiff als Ausgleich. Du bist also einfach Stärker und ob du wirklich gut Performst oder nicht macht keine Difference. Sprich wenn du nen weniger guter Spieler bist. Bist du trotzdem noch mehr wert als wenn du innen anderen Schiff da wärst. Denn das du nen Stärkeres Schiff hat. Hat ja für den rest des Teams keine Konsequenz. Bei CV ist das anders. Die ganze Klasse ist OP. Und zwar Extrem. Das heißt der Gegner kriegt aber auch immer einen. Denn klassen werden Gespiegelt im Matchmaking. Und hier fängt der Stress an. Denn CVs sind so Stark und haben soviel Einfluss. Das sie Zwangsweise das Team tragen müssen. Denn sonst tut der Gegner CV das und man Kämpft mit extremen Handicap. Das heißt aber auch. Das es sehr viel mehr ausmacht ob du als CV ein Guter Spieler bist oder nicht. Denn wenn du das Spiel nicht gut Kannst. Dann fehlt deinem Team hier ein enormer teil ihrer Kampfstärke. Das ist als wenn du innem First Person Shooter wie Squad oder Americas Army hast wo bestimmte starke Waffen wie Machienengewehre, Sniper und Medics begrenzt sind. Diese Spiele legen wert auf Realismus. Sind also bei Design nicht Gebalanced auf der Klassen ebene. Bestimmte Klassen sind also mit Absicht stärker als der Standard Schütze. Wenn dann der Medic Stirbt weil er meint er is nen Stormtrooper. Oder der Sniper nen Noob is der unbedingt das Zielfernrohr haben wollte aber nix trifft etc etc. Dann is das für das Team nen Problem. Denn das Team kann diese Position nicht zweimal besetzen. Es ist also kein Ersatz da. Und das selbe ist der Fall wenn du als CV nicht gut Spielst. Du hast den Slot für andere Blockiert. Dein Team hat also nur dich. Wenn du das dann nicht kannst. Hat dein Team nen Problem. Das is leider etwas das Viele Gerne Vergessen. Klingt nach nem Spruch aus nem Superman Comic. Aber Mit Großer Kraft kommt auch immer Große Verantwortung. -
1. So Aiming from Range is Easier ? So You are Saying. That not being able to Properly See the Course Changes of the Enemy Ship due to the Flat Angle on the Camera. Paired with the Fact that to actually Shoot you need to Risk your own Ship and the Fact that you actually have to First Approach the Target to close the Distance and that the Target can actually Outrun you and thus Prevent further Attacks. Makes it Easier to Aim for that Target than Flying above it with a Squadron of Planes which even if lost poses no Risk to your Ship and which cant be Outrun because its 5-10 Times as fast as the Target. While Firing on it from above being able to Perfectly Observe any Course Changes made by the Target ? Moreover you are saying. That the Fact that the Cruiser has to Fire from the exactly same Place again thus the DD Player knowing exactly where the Fire is Coming from. Has it easier to Counter the DDs Evasive Actions compared to the CVs Squadron which can Readjust his Position before Firing again ? Thats a Strange Fantasy Mate. 2. Not sure you Realize that. But CLs and DDs due to Smaller Caliber actually have even higher Delays. Smolensk on 10km has about 6 Seconds already. Lets not Talk about Atlanta. You would be Frustrated. But more Importand than that. You cannot Adjust Aim like that unless the Enemy DD goes in a Straight Line. Each time the DD Changes Course slightly you have to Aim again. And there is the thing. Unlike what you Claim. When your Position is Known. Aiming becomes alot Harder. Because the Enemy DD or Cruiser can already keep an Eye on you. And can thus can Evade knowing perfectly well from where your Shells are Coming. Thus preventing his Evasion making him an Easier Target. This is Generally Done by Cruisers against BBs when Kiting actually. And is very Effective when done in excess of 15km where the Delay is about 7-8 Seconds. On 10km with just 5 Seconds its way Harder. Moreover. There is a Different Problem here as well with your Funny Idea. Which is that the Ship can just keep Shooting. But especially the Russian Heavy Cruisers with their 12km Radar which if they catch a DD on 10km actually get the 4.5 Second Delay that most Aircraft got. Generally only get 1 max 2 Salvos Off at that DD before Radar Stops Working. And only if they were Properly Pre Aimed at that DD. So Nope. Sorry Mate. Hitting DDs with Rockets is still Easier than a Radar Cruiser Hitting a DD at the Max Range of his Radar. Because Cruisers at Max Range Radar even in case of Bigger Guns with higher Velocity and less Air Drag. Generally have over 5 Seconds Delay. Needless to say. That it is massively Easier to hit Cruisers with Rockets than to hit them with a BB which on higher Range has a Delay of 10 Seconds and more. But thats not the thing is it ? The Thing is. Now The CV can no Longer Guarantee Hits on a DD Regardless of the DDs Skill. A Skilled DD now has a Part in this Equation. Now. When the DD is Skilled and the CV is Potato. The DD will Evade most of the Time. Because the CV doesnt know how to Properly Lead an Evading Target. If the CV and DD are both Skilled the CV will only Hit 50% of the Time because the DD can Evade to 2 Directions and the CV can only Cover 1 Possibility. Thus there being a 50% Chance the DD Succesfully Evades the Properly Lead Strike. If CV and DD are both Potato. Its also 50/50 because there is a Chance of the DD not Evading at all as well as a Chance of the CV Simply missing the Lead despite that. Of course if the DD is Potato and the CV is Skilled it will Hit almost always. Because the DD wont Evade properly or will Evade too soon and thus Show the CV the Evading Direction thus a Skilled CV being easily able to Lead the Evasion and Hit the DD. And thats very Different from how it was before. Because so far. The DD had no Part. He could Angle in when he Saw the Squadron. And then had to Hope the CV misses. There was no Evasion Possible as there was no Delay on the CVs attack after he lost Control of the Planes. This Change. Frankly needs to be Implemented for all Aircraft. All Aircraft should have a 3-5 Second Delay between Pressing the Button and actually Dropping the Load. Then CVs would be in Range of being Balanced. They maybe would even require a Small Buff to the Alpha Damage of their Weapons as they would Hit less often. But the thing is. Then it would be Possible to Balance them. Because they would at least to Some Degree. Play under the same Rules of Counterplay as the other Ships again.
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OH MY GOD. So You mean to Say that the CV Players now Have to Actually LEAD the Target like everyone else in the Game has to Do ???? What Horribly Unfair thing to do. 5 Seconds of Delay between you Pressing the Fire Button and your Rockets Impacting on the Target. Just how could you Possibly ever Hit anything with that. Oh Wait. Did you know. A Cruiser Firing at about 10km Distance. Has a 5 Second Delay between Firing his Guns and the Shells actually landing on Target. AND OH MY GOD. Cruisers could never actually Readjust their Shells once they Fired !!!! Just how have they been managing to Survive for the last 5 Years ???? But what is this ????? Oh my God. How is this Possible. BBs have been Deleting Cruisers while their Shells needed over 10 Seconds to their Target. And they as well have never even Heard of the Idea of Adjusting your Shells Midair. Just how are they Doing it. We need to Ask them to Learn their Secret Cheats on the Game which Allowed them to Overcome this Terrible Fate they had since the Beginning of the Game.... Oh wait. No Need to Ask. I know the Secret. Its Called Leading your Target.... And since there is certain Patterns. Who would believe it. You can actually Predict where your Enemy might Move. Meaning that either you can wait for your Enemy to Move in one Direction and then as he cant quickly reverse that. Aim there. Or if he refuses to move till you actually start the Attack. You can set the Attack on an Estimated Course slightly off Target to have a 50/50 Chance to hit him with the Full salvo if he goes there. BBs have been doing that with Delays as Big as 15 Seconds. Cruisers often do it with 4-6 Seconds on Enemy DDs. Or are you Seriouslly gonna Claim that Cruisers and BBs Firing at Targets 10km away have no Influence on actually Hitting that Target because all Power lies with the Target to Evade ? :) Because thats roughly the Distance where BBs and Cruisers have a 5 Second Delay between Firing and their Shells Landing. Albeit BBs and Cruisers actually have it way Worse. Because they meanwhile can be Attack themselves by Torps and other Ships. So they need to Pay attention to their own Positioning to not get Deleted because unlike your Squadron they dont have 2-3 more in Reserve. Also unlike your Squadron. They actually first need to get this Close to a Target. As they cant Fly around the Map with 150 knots and more :)
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I like the Rocket Changes too. Wasnt enough Space in the Survey to give a Full Feedback tough xD I Actually think the Mechanic of the Delay would do well on ALL CV Aircraft. Dive Bombers should be Locked in once they Start the Dive. Same for Torpedo Bombers. Effectively. When you Press the Button. The Aircraft should always have a 3-5 Second Delay where you cant Control them anymore before actually Dropping their Load. This way it would actually be Possible to Evade their Attacks.
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Raketenflugzeuge! Bitte die alte Mechanik wieder zurück!
Sunleader replied to Navinor's topic in Allgemeine Diskussionen
Pretty much this. As for the Demand to Change it back. I would actually Suggest to use this Mechanic on ALL Air Attacks. All Aircraft Drops should have a 3-5 Second Delay upon Clicking the Button. Thus Actually giving Ships a Chance to React and Evade. Torps of course less as they got an Automatic Delay. But DBs urgendly need such a Mechanic too. So they cant do a 90 Degree Course Change while already Dropping. That would actually allow Counterplay again. -
Pretty much this. Most Decent CV Players will easily make DDs Life Hell on Sea. Of course you have far more Potato CVs. Only 1 out of 6 or so CVs you meet is actually Decent. But that goes both sides. A Unicum DD will actually be able to handle most Decent CVs. Because even tough they cant do much about it. They can make it take longer which a Decent CV wont go for. But Average CV vs Average DD. Good CV vs Good DD. Unicum CV vs Unicum DD. Is Generally always in Favor of the CV. :)
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Considering how many DD Players left the Game due to CVs. I doubt your Friends are noteworthy. Also. With all the Radars and the Fact that HE DBs still massacre DDs as well as the Fact that even Cruiser Secondaries are suddenly Shooting at DDs etc. DDs are far from Dominating right now. They are still the second most Influental class after CVs. Same as before. And their Influence can still be Shattered quickly by a CV spotting them. TLDR Game Balance has barely Changed. Only the Balance inside the CV Class has Shifted away from IJN CVs and more to US CVs.
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You know the Drill. If you want to make Claims on how easily you keep killing people etc. You need to Show your Statistics. A Single Battle Result tells nothing. Because nobody can tell if you just got Lucky or actually Perform like that on a Regular Basis. https://replayswows.com/replay/87938#stats Great Battle for me. Killed 4 Enemy DDs in my BB... So well Yeah. Guess DDs are just Fodder for BBs. Thing is. When you look at my Stats. You notice. I am not Killing 4 DDs or 8 Ships each Match. I just got a Lucky Battle. And not to Offend Ya. But you dont exactly have a History of being an Honest Guy whose Claims can be Relied upon. So unless you can Back up these Claims with your Statistics. They are simply Hot Air with no Value ;) Well. Mostly its GZ and IJN CVs which Suffer from this. Because they have no other Weapon against DDs. Everyone else is either not hit that Badly or has other Options like HE Bombs to hit DDs.
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Sorry to tell you. But almost all of the Competetive Multiplayer Games that Succeeded. Are Balanced around the Top Players. PubG Fortnite Counterstrike Stacraft League of Legends Dota Call of Duty Rainbow Six All of these Games have something in Common. All of them are very Succesful and have Spawned whole Franchises with Millions of Players. And All of them are Balanced based on the Top Players Performances. Fun Fact for You. Actually. Its much rarer for Games which are Balanced at the Average Level to Succeed. Wargaming is actually one of the very Few Exceptions where it has Worked. Most Games which are Balanced on the Average Level. Stay Afloat but dont get any Major Breakthroughs. The Primary Reason why World of Warships Managed to Grow Big despite being Balanced on the Average Level instead of the Top Level. Is mostly because there is very little in terms of Alternatives. War Thunder is right now Pretty much the only Serious Competition. With everything else in this Category usually being Poorly made Copy Paste Attempts or Poorly made Indy Studio Stuff that just doesnt have the Budget for an MMO.
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Colorado for Every Captain! New Combat Missions and Activity Rewards
Sunleader replied to The_EURL_Guy's topic in News & Announcements
The Descriptions of the not yet Active Mission Sets do not actually Show that you need 5 of 7. Its also not Listed for the First Mission Set which I have Finished. I do have 5 of 7 Missions Finished. And the Mission Set is therefore considered Finished. So it does actually Work properly. However. It does not Show how many Missions Remain or how many Missions I have Finished. There is no Indicator for how many Missions are Available or how many you actually Need. At least not when the Mission is either Finished or not yet Available. Its possible we still get the Active Counter Showing x/7 when the Mission Goes Active. But that only works once the Mission Actually Started. So likely an Issue of the Description Missing some Text for the Inactive Missions as the Description does not mention the 5 out of 7 thing. -
Your Ability to look at Reality and then just Outright Deny it. Is Impressive as usual.
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Effects are very Simple. IJN CVs are Nerfed Hard. Because their only way of Killing DDs effectively is Rockets. So they lose alot of Influence with this. Albeit Spreadsheet will Show them as Buffed because it will Force them to Farm more useless Damage which Spreadsheet consider OP and thus might actually Result in Subsequent Nerfs. US CVs are actually Buffed by this. Even tough their Rockets are now less useful against DDs. They are the only CV Line which has Reliable HE Divebombers to Kill Destroyers. So they actually gain alot of Influence with this due to other CV Lines being Nerfed against DDs. Spreadsheet likely wont change for them except Winrate. German CVs are actually Nerfed a bit by this as well. Because their Rockets mostly Rely on Hitting a Flat Broadside Cruiser. So an extra Delay is actually a Big Issue. Meaning they lose a bit of Ability. No Change for Spreadsheet. UK CVs are Nerfed Slightly. Mostly because their Rockets can Weather the Delay and they got the Smallest Delay anyways. So they lose a bit of Influence but nothing too Big. No Change for Spreadsheet. Some of The Premium CVs due to their different Gimmicks are a bit Different. Saipan, Ark Royal, Roosevelt and Indomitable are the same as their Respective Silver Lines as their Gimmicks dont change the Result. Graf Zeppelin is Slightly Nerfed. Because its Rockets become even more useless. But thats barely an Effect cause Graf Zeppelin is already the Weakest and least Influental T8 CV anyways and its Rockets were already pretty useless anyways. So Yeah. No Change really. Still Unplayable Weak. Kaga is Slightly Nerfed. But actually less than the Silver IJN CVs. Because its Rockets were never useful and it has HE Bombs so it can Still Attack DDs with that. Not very reliable but its still Good enough. So actually no real Change as others are Hit harder so its Balancing itself out. Immelman doesnt care because it has no Rockets. But it might Profit a bit from other CVs being Nerfed a bit. Enterprise is Nerfed a bit Harder than the Silver US CV Line. It cant take advantage of other CVs Rockets being Nerfed cause it has no HE Bombs. But thanks to the Rocket Spam of HVARs its not as Bad as for Japanese CVs either... Erich Loewenhardt is Buffed a bit. Its Rockets are not really Affected that much as they cant be used against DDs anyways and are mostly not useful against anyone not Potato in the First Place. But as it has HE Bombs while other CVs who need Rockets for DDs are Nerfed. It gets an Indirect Buff due to others being Nerfed. That about Covers it I think. Its not a Bad Change. And it does Improve the Situation for the DDs. But as always when WG does these Big General Nerfs (Or Changes as they Call it) The Collateral Damage to already Weak Ships is Big and they Failed the Chance to Greatly Nerf the very OP Ships. Graf Zeppelin which is already Unplayable Weak and basicly is a Handicat to any Team it Joins. Got Hit Hard again. Making it even less useful. While Enterprise which is Ridiculously Overpowered. Only got Hit somewhat. They could have used this Chance to actually Buff Graf Zeppelin by simply giving it the Delay other German CVs got. Thus making its Inaccurate Rockets at least somewhat easier to Aim. While Increasing the Delay on Enterprises HVARs somewhat more. To Hit it Harder than the Japanese CVs and thus take away its ability to Reliably Kill DDs.
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Main Winner is US. Cause they got Reliable HE DBs to kill DDs and thus if this patch really kills Rockets. Got a Monopoly on Killing DDs now.
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Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Sunleader replied to Beastofwar's topic in General Discussion
No Potato will ever be able to just Kill everyone. No matter how OP his Ship is. You can have a Sniper Rifle and in the Open Plains with Short Grass Fight against a Guy who is Armed with nothing but a Dull Knife and who has to Start out 500m away in Plain sight for you to See him wearing a Neon Orange Overall to make sure he cant Hide. And Yet. If your an Untrained Peasant that never held a Weapon and thus has no Idea how to Load your Weapon, Unlock the Safety or even how to actually Hold and Aim the Weapon. While the other Guy is a Halfwat Trained Soldier that can handle that Knife in a halfwat decent Manner. Then Guess what. I am betting on that Trained Soldier. Because Chances are that you either wont be Firing a Single Shot before he Reaches you. Or if you somehow by Luck manage to get off a Shot you will Miss by Miles and break your Shoulder or Fingers because you had no Idea how to actually Handle that Weapon. The same is True in the Game. You can have a Ship so Ridiculously Overpowered. That you have Homing Attacks with Unlimited Range which Require no Spotting and which dont even allow the Enemy to Return a Single Shot at you when Carrying them out. And Yet. If your a Potato that has no Idea how the Mechanics Work you will either get Stuck in the Obligatory and Announced Obstacles that are Randomly Set in your Path or will Miss the Target of your Attack Constantly as you have no Idea at what range you have to Start it. -
Can WG themselves give an explanation how taking ( combinations of ) AA skills and modules should be attractive ?
Sunleader replied to Beastofwar's topic in General Discussion
They wont. Because that Explanation has 2 Choices. Option A. WG would tell the Truth about the Design and Intentions as well as Effects. It would basicly mean they tell us that AA is mostly a Useless Light Show which is on Purpose not Supposed to Stop Aircraft Attacks and is pretty much Designed to make the Player feel Better when being Bombed repeatedly by making it look like he is actually Fighting back. Option B. WG would attempt to Lie and make it look like AA would actually do something. But then it would be Quickly Proven Wrong and on top would be Rubbed right into WGs Face at every Opportunity in the Future saying that if this is what WG intended then they Failed Epicly Hard etc. Both Options are of course not something WG wants. So they instead just Keep Silent. This way at least some Potatoes which dont understand the mechanics will always keep believing that AA is actually doing something because when they Play CV they Fly into Flak thinking oh my God its Instant deleting me. Never Realizing that its basicly like a Goomba in Supermario. Announced several seconds in advance and easy to dodge once you know what it is.
