Vaderan
Alpha Tester-
Content Сount
1,103 -
Joined
-
Last visited
-
Battles
2741
Content Type
Profiles
Forums
Calendar
Everything posted by Vaderan
-
Flak auf Grund der Spielmechanik teilweise komplett nutzlos?
Vaderan replied to Vaderan's topic in Allgemeine Diskussionen
Es wäre ein Paradoxon, wenn sich die Eigenschaft "nutzlos" auf ein einziges Ziel oder Objekt beschränken würde. Würde ich sagen: "Die Flak auf der Yubari ist teilweise komplett nutzlos!", wäre das in der Tat paradox. Allerdings bezieht sich die Annahme/Behauptung ja auf mehrere Objekte, die in sich noch variieren können, durch verschiedene Modifikatoren wie Module und Upgrades. Dadurch oder deswegen bleibt ein Teil der angesprochenen Objekte weiterhin aus AAA-Sicht komplett nutzlos (Beispiel St. Louis), während andere Objekte an Effektivität zulegen, die den Bereich "nutzlos" dahingehend verlassen, dass die Performance wenigstens "akzeptabel" oder "brauchbar" wird (Beispiehl Omaha). Mit der generften Yubari hab ich sogar mal 19 Flugzeuge in einem Gefecht abgeschossen, da hab ich aber auch kaum was anderes gemacht, als jeder TB-Schwadron entgegenzufahren, die auf der Minimap aufgetaucht ist.... Edit: @ Shirio: das Problem ist halt, das auf den tiers 3-5 so wenig Flak mit ausreichend Reichweite vorhanden ist, dass "im Verband fahren" verbesserten Schutz bietet. Pack 2 Omahas und ne aufgerüstete Kongo in einen Verband, dann wird die Flak ausreichen, um kombiniert mit Fokus ne Schwadron rechtzeitig abzuschießen. Mach das mit ner Phoenix/Kuma und ner Myogi/Wyoming, und es wird trotzdem kaum was geschehen. Eine auf AAA spezialisierte Cleveland mit Barrage skill verzerrt das Bild dann natürlich, aber wir reden hier ja von tier 3-5, und da ist flaktechnisch nicht viel zu holen... -
Flak auf Grund der Spielmechanik teilweise komplett nutzlos?
Vaderan replied to Vaderan's topic in Allgemeine Diskussionen
Das ist ja genau das, was ich sage: die Flak, wie sie derzeit im Spiel existiert, lässt sich selbst mit Teamplay nur schwer bis garnicht ergänzen. Ich würde auch keinen DPS Boost verlangen, aber die Reichweite sollte soweit angepasst werden, dass Schlachtschiffe mit Flak-Rumpfupgrade und Fokus fire wenigstens soweit in der Lage sind, ein Flugzeug aus einem anfliegenden Verband abzuschießen, bevor es seine Ladung abwirft. Die ist momentan nicht der Fall. Ebensowenig helfen die "Eskortschiffe", also die DDs und CAs auf tier 3-5 (mit Aunahme der Omaha und der Yubari, eingeeschränkt auch die Iwaki Alpha) nicht bei der Flak Abwehr. So gesehen ist also im Bereich tier 3-5 soe ziemlich jedes Schiff flakmäßig a.) ein Einzelkämpfer und b.) unzureichend ausgestattet. Wie gesagt, was hilft es, wenn die Haupt DPS der Flak auf 900 Meter anspringt, aber selbst der manuelle Drip bei 400+ Metern vorbei ist? Bei 90 Basis DPS sind das mit Fokus fire 135 durchschnitts DPS für 2-3 Sekunden, da wird nichtmal ein Flieger abgeschossen! Dass tier 4 Flieger langsamer als tier 10 Flieger sind, ist mir bewusst. Aber sie haben quasi den gleichen Torpedoschaden, und die Ziele haben deutlich weniger Flak, in DPS wie in Reichweite, und zwar um ein Vielfaches! Zieht man all dies in Betracht, kommt man zwangsläufig unterm Strich zu dem Ergebnis, dass das Verhältnis Lowtier Flak zu Lowtier Bedrohung durch Flugzeuge in keinem adäquaten Verhältnis zu Hightier Flak und Hightier Flugzeugen steht. Außerdem, wurde nicht mal gesagt, dass sich Flugzeuge im Spiel aus Balancing Gründen 3 mal so schnell bewegen, wie in der Realität? Schießt die Flak dann auch 3x so schnell? Nochmal, ich will keine Flak im Tier 3-5 Bereich, die Instant ganze Flugzeugschwadrone aushebelt. Aber ein voll ausgebautes. mit Flak ausgerüstetes Tier 4-5 Schiff sollte dazu in der Lage sein, gegnerische Flugzeuge auf 3-3,5 Kilometer wirkungsvoll angehen zu können, so dass wenigstens ein Flugzeug abgeschossen werden kann, bevor die Fracht abgeliefert ist. Kreuzer sollten die Reichweite haben, Verbündete flaktechnisch zumindest unterstützen zu können, wie es etwa bei der Yubari der Fall ist. -
This game is not about just killing something. It´s about map awarness, tactical movement, strategical positioning, not roflstomping the easiest target with a tier 4 carrier. 3 kills mean nothing if you just take the last 2k HP from a BB which had a shootout with an allied BB for the last 5 minutes. Besides, you profile tells me: 4 ships killed and 20k average damage in a Langley in 20 matches. Doesn´t look like a very effective playstyle. I suggest to reconsider your perception on things, before complaining. Then work on your playstyle in CVs, improve, get practice, and things will maybe get better. Searching the faults in the playstyle of your teammates won´t help, if you don´t know how to play at all. Or stick with the BB line, they seem to suit you better...
-
I totaly agree in terms of the Myogi. I play on premium and with the +50% XP flags, and that thing is still nothing else but no fun at all. Being forced to unlock two ships with the most unenjoyable piece of steel in the complete IJN navy tech tree feels rather annoying. I don´t even dare to imagine, how non premium players must feel... Howevr, the grind is part of the game, and it´s an aspect of WGs business model: you want to skip that no fun ship? Get premium or convert elite ship XP to free XP. at least, they want to earn some money with it. The issue: by all the wish of earning money, WG sometimes seems to forget about the fun factor,required to keep people motivated. Especially on low tiers, with the ridiculous powerfull CVs and the non existent AAA power, the funfactor in low tiers dies relatively quickly. HE mechanics and bad RNG don´t add to the fun aswell, not to mention the weired matchmaking (yes, tier 7 carrier, i am looking at you! noone wants you to be the only CV and single tier 7 in a tier V match! That tier 7 Sims in our team doesn´t compensate, you know...?). I just hope, WG gets these things straight.
-
As long as those flags remain identical to those you can win ingame, i see no pay to win in it. Yes, there are some within their range which provide advantages, like the reduction of fire and flodding duration, but those are usually treatned by the repair crew anyway, before they come to full effect. The most valuable of these flags is the 50% XP bonus. However, this flag is easy to achieve. Just get into a St.Louis and spam some HE on various low tier ships. Too sad you can win them just once per day...
-
Airdropped Torpedoes Are Impossible To Avoid
Vaderan replied to Tobiaz1991's topic in Aircraft Carriers
If the Zao would have focused her fire on a single squadron, the other squads wouldn´t have suffered from the barrage skill of the cruiser, which would have lead to more narrow torpedo spreads and more damage to the cruiser. Spreading the barrage through his AAA-bubble was the right choice to do so, i´d say. -
Pls fix the actuall damagesystem of rudder and engine
Vaderan replied to Beer_Bear's topic in Archive
No need to highlight anything, since it doesn´t change anything. Damage from near hits result from HE shells that missed, which is already much more than any gunner who fires AP shells which go 1 metre short can ever hope to happen. This kind of damage can happen to anyone, but light cruisers and DDs are the ones who are shot at with HE, so they experience it more often. As you might have recognized, i have some DDs (and i fight them by far more often with my CAs and even BBs, since i know their potential when they are unattended), so i know what it feels like, when my rudders, engines and torps get smashed frequently. It´s something that happens t my light cruisers quiet often aswell. But i don´t complain, since i play both sides of the medal. I know the frustration on BBs and CAs aswell, and from that point of view, i consider the mechanics fairly balanced. Just to make it clear: when piloting one of my DDs and getting into such a situation, i just have to ask myself: was it my mistake, or did anyone play better, or was it the game mechanics? In 50%+ of these situations, i can make out the mistake by myself. Sometimes, the enemy was better (or made use of it´s potential, like spotting CV fighter squads), but it´s rarely the game mechanics. Besides that, you always have aswell to take into consideration, what kind of effort the "trolling" player is putting in, to keep you revealed or take you down. A single cruiser might isolate himself in his attempt to stop you, a CV player will have to occupy at least one of his squadrons at you, which will be missed somewhere else, if an enemy CV is still around. I can recall a game with a 1 vs 2 CV situation. I was in a Wyoming on the team with the single CV. The two enemy CVs decided to troll me. The two Hoshos send all they had on me, and coordinated their attacks. I felt trolled, i was occupied and always had to pay more attention to the squadrons than my surroundings. Maneuvering and dodging, i kept them busy, while the enemy moved in for devastating crossfire. I took two out of 32 torpedoes thrown at me from 2x4 tb squadrons and received over 50 hits from 6 enemy ships, before i went down. I didn´t have much fun, but keeping my opponents that much occupied allowed my team to make use of my sacrifice. When i was finally brought down, i was the first loss of my team, while one CV and 5 more ships of the enemy were already sunk. It´s always easy to pity yourself and feel trolled, and even easier to go full enrage, i know that, but it´s always the same: sometimes you are the one who trolls, sometimes it´s you who gets trolled. This is how the game works, it´s part of it. If you don´t like to be fragile in your DD, change your prefered class to something more robust... -
Pls fix the actuall damagesystem of rudder and engine
Vaderan replied to Beer_Bear's topic in Archive
CAs are the hardcounter to DDs. They are supposed to do this, exactly as DDs and CVs counter BBs, and BBs counter CAs. When a BB captain complains about being torped into oblivion by a DD or CV, he is told that he has done a mistake earlier in the game, like not paying attention to the minimap, going alone instead of staying with the fleet. Let a DD come into torp range or leave that CV position his torpedobombers at will, and it is your fault, Mr. BB-captain. Allow a BB to get into range and fire AP on your citadell, it´s your fault, Mr. CA-captain. Get revealey within combat range of a CA, and it is your fault, Mr. DD-captain. DDs are no "lets stealth and get yolo!" class. They have to be played with caution and map awarness, just like all other classes. They pack a hard and relatively reliable punch, but they pay for it with their fragility, which makes them less forgiving compared to the other classes. You cannot expect to have class in this game that provides oneshot capability against any other ship of the same tier, if it just gets close enough, AND the survivability to get that close without any risk. -
What would a 356mm+ armor piercing shell really do to a destroyer?
Vaderan replied to Remi_Drexel's topic in Age of Armour Warships
I would totally agree with the recent overpenetration mechanics, if HE would do it´s job prpoerly on a DD. Of course, sometimes (like 1 in 20 times, as it feels from the BB´s perspective, or 20 in one times, as it feels from DD´s perspective) HE shells do some damage, additional to the module damage, on a DD, but even a full salvo of 355mm shells on a DD does rarely stop him. Okay, since the wipe, my single reference in 355mm shells is the Myogi, but with the bunch of 305mm guns i had to make use of during the tier 3-4 BB battles, i can recall a huge ammount of situations, where HE shells on DDs and lightly armored cruisers just failed. Some 5k damage potential, and the shell does barely 1k and maybe some module damage. The DD usually shruggs, repairs and is gone before the next salvo is loaded. HE damage from cruisers seems to be much more reliable. Yes, BBs are not supposed to hunt DDs, but this is already granted by their low accuracy. If a BB hits a DD with his big shells, there should be some significance on that impact. HE should make use of a bigger part of it´s damage potential, overpenetrating hits should have a chance of causing minor flodding... -
Cruisers are fine the way they are implemented right now. The only thing that needs to reworked, is the issue with fire damage and causing fires, which makes them dangerous even to BBs. However, one or two lucky hits of a BB easily end the life of a cruiser quickly, i got oneshoted from 100% to 0% quiet a few times the last days by BBs with lucky rng rolls. In low tiers, considering the ridiculous damage potential of low tier carriers, the AAA efficiency of cruisers is way to low. Only one cruiser up to tier 4, the Yubari, which is not available anymore, can try to engage a tier IV squadron and hope to deal significant damage before it leaves his AAA radius. Up from tier 6, cruisers start to get better in AAA defense capabilities, but if they want to make use of their barrage skill, they have to neglect the sonar skill, which already represents some kind of specialisation. At all, to be effective against squadrons, a CA captain has to specialize his ship towards AAA with modules and perks, since the unmodified AAA firepower even on higher tiered cruisers isn´t overwhelming. However, considering the fact that you are just working your way up the USN CV tree, encountering well armed cruisers with stronger AAA defense and leaving the tiers where clubbing on more or less defenseless targets, i see your point. Demand a change for a class that starts to trouble your once comfortable position in your CVs. I recommend, work your way up one of the cruiser trees, and make up your mind then. You will see, it takes some effort, even in an AAA speced CA, to hunt and take down full squadrons of bombers and fighters...
-
Pls fix the actuall damagesystem of rudder and engine
Vaderan replied to Beer_Bear's topic in Archive
Working as intended! Fragility is the price the DD pays for it´s positive aspects, as is inaccuracy on BBs. DDs are designed to be not hit. As annoying as these crits are to the DD, as important are they for the classes attempting to stop him. Imagine the frustration of BB, wasting his 30 seconds reload on a DD with the result of 1 860 damage hit, but nothing else. Usually, even this hit, if it scores several crits, won´t save the BB, since DDs can repair instantly, and the next 25+ seconds are those which decide the fate of either compeditor. The other way round (although accuracy on low tier BBs is screwed beyond acceptable limits), imagine BBs scoring 8 hits per broadside... fun for the BB, not for the target... -
The Arkansas was a gift, intended as a (free) reward. It might not always feel as one, but the question wether WG does want to make money with it or not, doesn´t fit. In regards of the Ishizushi, her lack of AAA power is intended, and owed to it´s pre WWI design. That said, and returning to the Arkansas AAA capabilities, i´d like to agree. The main reason, why i don´t take this otherwise nice ship into random battles is the simple fact that it is just the prefered prey of any CV. Since it poses no thread to any aircraft, CV players love to keep her busy until sunk. If WG wants to make this ship feel like a real reward to the players, they should change the setup of the Arkansas to a later design modell. 1945 would be awesome, but 1942 would be alright aswell. It would be historically accurate and would provide adequate AAA power, turning it into a reward premium ship any player can enjoy to take out into random games any time, knowing he will be at least prepared whatever shows up. The Iwaki Alpha is such a ship, why not turn the Arkansas Beta into a real "reward" ship aswell...
-
I totally agree in regards of the annoying RNG at the lower tiered USN BBs. If you take a look on my recent posting history, you can see that i was discussing this matter pretty intensively, but there are seriously people out ther who claim, that their accuracy is good as it is and has to be that way... However, i still stick with the Wyoming, although the New York is already unlocked, and i will keep her. RNG srews my fire frequently, but the joy if it just does what it is intended to do, compensates for it...sometimes...
-
Pretty good summary from Calapine. Just one addition to the Yamato, regarding the secondary guns: as far as i know, the calculation with the module for range extension and the captains perk goes as following: 7kmx1,2=8,4kmx1,2=10km. Perk and module stack, so you have a total of 10km secondary range or 10,5km, when using the flaggs. In addition to the much heavier punch of her main armament, and her better accuracy over the Montana, the Yamato would be my personal choice for tier X. But the US BB tree seems to be the better, more fun grind.
-
It´s single drawback is it´s lack of AAA power, since it got none at all. It has the best basic accuracy and is able to mount a module to increase that accuracy even more. Put the range extender module on it, and it has the same range as the Wyoming, with much better accuracy. If you are willing to spend several millions of credits into the Arkansas, it can turn into a decent tier IV premium BB, we received for free...
-
Liebe Neueinsteiger, ja auch wenn schon T4 oder T5
Vaderan replied to GERFighter87's topic in Neueinsteiger
Ich kann Deinen Frust nachempfinden. Versuche auch anfangs immer, das Team zu koordinieren, gerade wenn es mehrere Capzones gibt. In einem Spiel hat das heute auch excellent funktioniert, richtig schön mit ner BB Hauptgruppe, scoutenden DDs und flankierenden Kreuzern. Alle konzentriertes Feuer. Es war fast schon bilderbuchmäßig. Der Gegner war chancenlos. Danach gleiche Karte, gleiche Startposition, gleiches Tier, gleiche Strategie vorgeschlagen. Einer meint, er müsse aber doch die Flanke sichern. Zwei ziehen mit, die BBs drehen sich dreimal im Kreis, weil sie nicht wissen, wohin, und splitten sich auch. Niederlage... Zum einen gibt es wohl die, die kein Englisch verstehen, zum anderen die, die alles außer der eigene Sinn nicht interessiert. Wird aber auch immer so sein... -
Change BB tier numbers (and only the numbers)?
Vaderan replied to Kruzenstern's topic in General Discussion
I don´t expect that idea to work. If you just change the number, but everything else stays at it is, you will have to face several problems: 1.: the performance of BBs won´t change (as intended). Since the MM would always setBBs 2 tiers worse, the rage about the MM would skyrocket. 2.: new players won´t understand or just ignore this change. They would start all over with BBs, ignoring the "unattractive" cruiser line. Since BBs require a skilled captain to be halfway usefull to the team, the low tier matches up to tier V would be crowded with inexperienced BB newcomers, adding to the already ongoing rage about unable captains and stuff. 3.: since BBs would keep their performance, some players would of course manage to score kills. Since not all players are BB fanboys, there would be a mass of players complaining, that their tier 5 cruisers would get owned by ships two tiers lower. As a result another flood would raise in the forums, demanding nerfs on that BB class that owns ships 2 tiers higher. Don´t forget, people take everything that makes them happy for granted. Only things they don´t like are remembered. That´s why you hardly find any appreciation threads for any ship or class in these forums, but tons of whine and complain threads. Since many of those complains are lead by fanboys for specific classes, these threads become very emotional and deliver almost no base for a constructive discussion, From that point, good intention, but not a viable solution, from my point of view... -
Einfach nur, um es ein wenig zu präzisieren: Gefechtsturm heißt Geschützturm (für die Munitionskammern darunter?) oder Gefechts(leit)stand, also den Brückenaufbau (für die darunter befindliche Zitadelle)?
-
Arkansas Beta and Iwaki Alpha both have their own, unique camo pattern. However, as far as i received information, they don´t receive any bonuses from it. In addition, both ships can receive the standard choice camo patterns, which replace the "unique" patterns and add the specific camo ability.
-
I am grinding both at the moment. They Wyoming has the advantage in Armor and number of barrels, the Myogi has range, speed, penetration, and beleave it or not, accuracy. Both seem to have almost equal accuracy when it comes to gun dispersion, but the shells of the Myogi don´t spread as randomly as they do at the Wyoming. However, both ships are utterly broken in terms of aiming, they are RNG lotteries, nothing else. When piloting the Myogi, just try to keep your distance. You got your turrets at the back, so keep the Wyoming behind you, and out of range. You got the speed and the range to do so. In close combat, you have the stronger secondary guns aswell, if the Wyoming is upgraded. However, her shell dispersion won´t be that drastic at close range, so you hand the advantage over to her. That´s all i can say from my personal experience...
-
I really like these ideas in a constructive way and want to add my own suggestions to this. A decreaso of Alpha Strike power on low tier carriers (tiers 4-6) would be adequate. These days, tier 4 torpedoes do have mor or less the same damage potential like the tier 10 torpedoes. Increasing the flight times (making them take longer) is a bad idea, in my opinion. Although i am no active CV player, and never had that much fun with them during earlier test stages, i can understand the wish to have "more action when playing CVs". My suggestion would be: drastically reduce the alpha damage of tier 4-6 CVs, but increase the plane speed dramatically, so the player is more occupied with his game, and has more choices to contribute to the fight. However, there should be implemented a difference between cruise speed, when squadrons are on their way to their targets, and attack speed, when going for the attack dive. While on the cruise, squads fly faster and make it quicker to the target and overpass incoming AAA fire quicker. When on the attackrun however, approaching the designated target, they slow down, decreasing their speed, when engaging the AAA area of the target, or at least at a range of 2,5 kilometres. Sleeping and ignoring players will still be pummeled, but aware players will receive a chance to make use of their AAA power, as far as it is available to their ship, or at least get some time to try maneuvering. CV players who want to change their attack angle have to do this either within AAA range, or return to the specific cruise speed distance. Since many low tier ships have weak AAA, the impact might be marginal, but at least it might offer the impression to any target player that he stands a chance of defending himself. Additionaly it would contribute greatly to the teamplay, motivating ships to escort each other, since individual AAA against overpassing planes becomes less effective, while combined fire against attacking planes then makes more sense and has greater effect and chance of success. In return, the activation range for torpedoes doesn´t get nerfed, and planes that have droped their loard instantly return to cruise speed to escape the danger zone quicker. This way, only the aware players will receive the opportunity to to defend themselves. Sleeping and unaware player who don´t react properly in time will still get hammered by manually droped torpedoes...
-
Since there haven´t been just views but no reactions so far, i´d like to ask if my idea is just uninteresting, too much work, impossible to achieve, or to early for this stage of the game. No affection here, just curiosity...
-
Greetings, modders! I would kindly like to ask, wether it would be possible to create a sound mod, maybe even some visuals, to make AAA gunfire feel and sound more "shooty". As we know, ships in WoWs have up to three "auras" of AAA fire/range. The long range weapons, like the 12,7cm double purpose guns, the dreaded 40mm medium range guns and a bunch of small arms for short range, the "inner aura". However, no matter the number of guns carried by the ship, the outer (long range) aura just receive an almost unremarkable "pew", when it starts engaging planes. The medium range aura has a little more "dakka", but the real fealing (and for my taste, it is still too few) of AAA "havoc" starts with the short range guns engaging. Now, what i would love to have, is a mod that boosts this atmosphere. I want to hear more guns shooting. If it is possible to do, it would be awesome to have a mod which knows or counts the number of the specific AAA guns on a/each ship, so at least the gun sound intenstity depends/scales up with the number of guns. The cherry on top would be an additional visual effect, with more tracers and "burst shrouds" in the air. Would it be possible to create a mod like this? Cheers, Vader
-
CA, BB, DD, CV Close call between the first three and small differences between the tiers, but generally, it fits this way.
-
Thank you for...erm? Nothing? You tell me my anecdotes and personal impressions are useless, invaluable and no proof at all. Yet you refer to your personal average statistics, your personal performance in the Kawashi and tell me, based on your personal impression, i should learn to play. If you would have done so regarding CVs or even DDs, i would have just agreed, because i don´t know much about these classes, still in the process of learning. In terms of artillery fire, no matter if plunging fire or dogfight, i got all experience i require to talk about it. About the actual situation, and about the situation as it was during the alpha test. This is more and different experience than you can provide, unless you haven´t participated at the alpha test aswell. Then, after you revealed yourself as the superior player, i just asked for advice in some typical gameplay situation. Instead of providing valuable input, being a good teacher, you come up with some educational stuff again. In case you lost track: this is a thread about the ridiculous influence RNG has these days on the performance of battleships. BBs do have two valuable aspects that make them stand out of the crowd in terms of damage: range and damage. As you already pointed out yourself: the range advantage is reduced to a harrassment aspect. Remains damage potential. While the potential remains untouched, the ability to make use of it is drastically limited. It is limited by the ships characteristics, like long reload, the ability of the ship to move into position, by the position of the turrets. Those limits are owed to the type of the ship. The price to pay for taking a BB instead of a cruiser or a fragile DD. Any class has these limits of some sort. It´s okay, it has to be that way, and it´s obvious. Now comes the aspect, which should be the deciding one: skill. It should make the difference between fail and success. Skill is required at any class, and the more skill, the more success on might have in a specific class. For almost all classes, the sense for right positioning can be seen as some basic skill requirement. Many players already fail at this. In addition to positioning and map awarness, which are common skills for all classes, there are the class specific requirements. Manual drops for the CVs, precise torpedo predictions or suicidal hit and run strategies for the DDs. Lead and aim for the BBs and CAs. Where CAs are rather rewarding for good aim and lead, BBs just aren´t. All classes reward a skilled player. Except BBs. BBs dont reward the player, because the player doesn´t achieve results. Great skill in a DD or CV, even in a CA, makes you score that one additional torpedo hit, gives you this small edge in achieving better results than an average player. In a BB, there is only so much you can do about perfect lead and aim. Perfect lead and aim are the limit, the line you cannot cross. Everything else depends on RNG. It´s not the player, making the maximum out of the given potential, it´s the player reducing the impact of RNG to a minimum. If you have that perfect drop with your torpedo bombers, or that perfect lead with your DD torpedos, you just will hit the target. The torpedos don´t decide to turn around or go left and right. Once the aiming is done and the torpedo droped, they go their way. CA guns are still precise enough to hit almost where they should. BB shells go randomly where they want, within the range of gundispersion given. Three classes can rely on skill, allowing for greater achievements, the more skilled a player is. The BB class depends on skill just to a certain degree, for the rest, it depends on luck. Luck at a place, where skill should be the only benchmark! The regular ammount of luck, any class requires, like damage rolls or dodging targets, don´t count. For balancing reasons, i can completly agree with the fact, that long range fire should be limited to that harrassing aspect. Thats okay, for balancing reasons, since BBs otherwise would just stay at the map borders and overpowering anything with long range fire. At medium range, they should be reliable at least. If they have to move into CAs gunrange and/or DD torpedorange for effective fire, they should be able to rely on their salvos, fired every 30 seconds, while they take HE harrasment from smaller ships. But thy just cannot do that, because RNG decides wether the shot goes into the citadell to stop that storming cruiser, or wether it goes into a softspot for an overpenetration, or wether it doesn´t hit at all. That´s why i came up with that St. Louis scenario. It´s typical, and the St.Louis is one of the bigger cruisers in size, at least at low tier. If your guns can´t stop or even hurt a charging St.Louis, what about a Tenryu or Kuma? Wait until it turns to present a broadside? The moment it does, torpedoes are on the way, on close range. Suddenly the hardcounter to the cruiser becomes the prey. Only acceptable for players who like to depend on their luck... Edit: regarding the high BB count in the MM these days: players are new, players like BBs, especially since most low tier CAs and DDs are unknown to them. In addition, it just requires a ton or two of games in tier 3 and tier 4 bbs for the non premium OBT newcomer to unlock the "mighty carriers". I expect a number of the to try and get to that tree, since only tier 3 and 4 matches are crowded with BBs. At tier 5 and 6, you already see more CVs of that tier, than BBs.
