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About conductiv

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  1. conductiv

    DDs low Tier need to be changed

    having more time to avoid while being torped is a major advantage, but while my mid tier cruisers don't have access to radar to find the DD..many of them do have acces to hydro, (I play USN, IJN and KM cruisers) hydro is great when you do charge a destroyer because it will spot torps from a large distance and it has a very long duration for a consumable, but it doesn't actually help me find the destroyer unless I'm already extremely close, as such it still requires an isolated enemy...and its not the tool to engage the enemy destroyer from any form of safety. the tier 3 skill is also highly contested, cruisers tend to rely on their consumables and their high explosives, as such the tier 3 skills "superintendent" and "demolitions expert" become very desirable. I never picked "vigilance", as such I can't say if the 25% detection boost it grants is trivial, or if it is enough to basically become a "passive hydro" for torps only.
  2. conductiv

    DDs low Tier need to be changed

    OP's post aside, I was under the impression that it was a cruisers main job to..in absence of an enemy CV...to hunt and kill off enemy DD's. but in my experience playing cruisers in the 4-7 region, they have a hard time doing so. my observations: -you have the guns, but not the tools. the 152mm is a solid gun to engage enemy destroyers with..it has a high HE DPM and enough penetration that shots that hit tend to do a nice chunk of damage you also tend to have a good number of them. problem is getting those guns to hit the target...as in those tiers you don't actually have any tools to spot the DD unless you are at point blank range. (in general you rely on allied DD/CV to find the enemy destroyer) -have to move in late, early in the match you can generally find DD's in or near the cap...problem at that point is the heavy battleship support and the fact that cruisers can basically get deleted when exposed to their guns. so you can't push in as long as the enemy DD has support. -even if you catch a lone DD its not a done deal, cruisers are also remarkably fragile to DD HE spam. and almost all destroyers have smoke + high speed, giving them the option to disengage if needed...or worse, stall till they have support again, allowing them to use their smoke offensively. while cruisers do tend to have more guns and can deal more damage, they are also much bigger targets and easier to hit..destroyers can make themselves really hard to kill if they manage to shoot from the edge of their range.
  3. conductiv

    Issues with Secondaries not firing.

    next time before doing a whole new reinstall try and use the launcher to repair the game files, might save a bit of time.
  4. conductiv

    Issues with Secondaries not firing.

    did you accidentally hit the P key and disable the secondaries? I know its probably already checked...but you never know
  5. conductiv

    Bow Camping, autobounce, and HE/AP value

    plunging fire..based on the popularity of the strategy I'm not sure this is actually modeled sufficiently to actually be effective. the majority of shots I see being fired by enemies in battles and streams of various content creators are aimed for direct hits, never once have I seen a CC or an enemy use "plunging fire" Otherwise one would say that max range AP shooting with relatively slow shells against big targets like battleships would be relatively popular, as even 152mm shells maintain a 100mm+ penetration at max range, and most BB's have a 50mm or so armored deck. and unlike bow tanking, you cannot angle your deck against shots from above. AP tends to have a lot of negatives compared to its HE brother and could use a small buff, notably the smaller calibers. battleship AP however is the odd exception..since battleships have calibers so high that they benefit from overmatch against various targets, and have very high base penetration. this ends up removing the ricochet/bounce problems from a number of targets, a benefit smaller standard AP shells from CA/CL/DD do not share. HE damage is lower because the shell is much more reliable then its equivalent..because it does not care about angle or range, cannot overpen, can add DoT effects on top of dealing damage and every target you can shoot at has at least 1 area that the shell will inflict penetration level damage to that is always available to shoot at (initially at least, until this area is saturated). this is the reason "HE spam" is so prevalent.
  6. conductiv

    Manual secondaries and AA

    aiming the main guns on a BB, secondaries on a nearby DD, using the downtime to drop torps while dodging incoming planes and torps... I'm okay with having access to manually aim any of the guns...but if I'm controlling the main I want a somewhat decent bot to man the other "secondary" armaments.
  7. conductiv

    BB HE vs DDs - or: How modules soak up all the damage

    as far as I know, AP gets 0 dmg hits on module penetrations as well. so why would you be guaranteed ~3K worth of overpen damage if you had fired AP and hit the same modules? if you get overpen damage on everything if you hit with BB AP, but get pen or no damage with HE it becomes a bit wonkey....especially as BB's generally load AP and take a long time to switch ammo.
  8. conductiv

    Why this CV rework is FAIL

    it is important to deal damage, a major part of the fun in this game is shooting ships. however, as the CV is a relatively reliable damage dealer, you cannot give it a huge damage output...as it will then simply dominate the board. and if you make damage potent but very hard to land, you choke the influx of new players as you will get a very steep learning curve, on top of unicum lopsided games. so for now a major part of the class "scoreboard position" seems to be determined by DoT kills, and the ships ability to deal damage over a long period of time. this low overall damage per strike also means it won't be able to just nuke whatever attacks/spots it. as any power it can project in its defense..it can also project across the map..needless to say that if it can nuke a DD that chases it...it would also nuke the DD's during the opening stages of the game. and that would be fun for the CV...but also extremely detrimental to the game as a whole. it is a bit of a special class, I don't know what kind of player this class intends to attract, it may be the support player type.... in every case...its current iteration won't attract the power player.
  9. conductiv

    Why the game is devolving.

    you got little XP because all you did was cap their base...while it was the winning move, this does not automatically grant you top XP. This is because the game expects one to have to fight for it...not the enemy handing it to you and running off to god knows where and duking it out with your team. the game only really uses the caps as a means to force conflict should one side deliberately attempt to stall by hiding or running away.
  10. conductiv

    Why this CV rework is FAIL

    fresh potatoes starting the line is good, CV population is low compared to other classes, so it needs new blood influx. and the experience you see from the CV perspective is what I see from the receiving end...CV attacks are hard to dodge, luckily don't lead to instant death but they do eventually pile on the damage. And as a victim of the CV, there isn't really much you can do. I do see a clear difference in the skill of CV's though, newer CV players can outright miss a strike, and the more average ones miss the weaker pionts on ships dealing minimal damage. while experienced ones will land reasonable potent hits and will trigger the DoT effects on a regular basis. more experienced ones also lose less/no planes by avoiding the flak burst. 30K average for T4 isn't bad...yes you can do better in a cruiser or BB...probably a magnitude better..however, there is also a magnitude increase in chances you would be dead so I think the averages would be fairly similar. 50K+ average at tier 6 is more then solid, it tends to beat my cruisers and seems comparable to my battleship numbers. I do however have a feeling that the CV is intended more as a damage support then as a full on damage monster (aka intended more to damage targets that are already engaged with the team, increasing the takedown speed and allowing for wins with lower total damage) and utility tool box (scouting, defending and flushing enemies out, basically actions that if ships where to do them would require them to move extremely fast, be in extremely dangerous positions or be in very forward positions) as the planes can attack from angles not easily accessible by combat boats, and move across certain area's much faster/safer.
  11. conductiv

    Side effects of nerfing CV

    I can't think of any single ship of any ship type that has enough stopping power to take on all enemy bots in a operation.....its just too much raw HP to burn through.
  12. conductiv

    1 000 000 fxp

    flags, signals, camo, premium time and solid games... you can get the free exp part well over 1000% with this, and you can boost the pre-conversion EXP intake 2-3X as well. but it will still take a considerable amount of games (I dare say well over 100 games) so you will pay in a considerable amount of spend items, and grind time. however, there is nothing wrong with spending said free exp....its not going to do anything for you just sitting at your port.
  13. conductiv

    where is this player base heading to...?

    once I find the way to reliably win games, I will be an unicum...for now I have regular meetings with excessive amounts of enemies while completely isolated from my team because I decided to sail up the wrong flank...attemps a cap when the team is running the other way or engaged a (what I thought was) a lone enemy. cruisers also have an occasional meeting with a 300mm + shell fired from a different postcode that happens to plunge through the middle of the ship causing half HP damage, tend to eat torpedo soup when trying to decap a torpedoboat that really likes his smoke using state of the art hydroacoutstics labeled "detects enemy ships bigger then a literal barn when you are right on top of him" anyway...plenty of ways to get a meeting with the ocean floor while having good intentions.
  14. conductiv

    CV - MM Tier 6 in Tier 8

    the grass sure does look greener from the other side of the fence, I was grinding my T6 BB and I did meet a significant amount of CV's of both tier 6 and 8...so I can't say my BB "never entered a T8 game" (I wish you where right) cruisers getting hit by air attacks...happens all the time...at least with tier 6 and 8 CV's, against tier 6 & 7 cruisers. unless you have a dedicated AA cruiser/DD along with a souped up commander specced for AA, you are not going to stop a strike plane. I have seen cruisers get hit by rockets over and over, and plenty of them got hit by divebombers...the only thing that doesn't seem to hit cruisers reliably is the torpedobomber. you might think every cruiser is a AA specced worcester, however not all of them have a good AA suite from my perspective as a cruiser/DD/BB player, CV's seem to be reliable...they prove hard to dodge and stop but lucky for the combat boats...don't have the ability to instantly delete any ships...but they will pile up a lot of damage over frequent strikes, and the AA casualties a cruiser inflicts don't feel as they have a huge amount of impact on the CV (keep in mind this is how it feels from the cruisers point of view, I can't see if the CV player is slamming his head on his desk because he lost 5 planes). For DDs that are not AA specced...aircraft prove to be a massive PITA..its not just the rocket planes, its the fact that you have to smoke every time one of those gnats strays too close...lest you get plastered by whatever ships you where currently stalking. from a BB perspective..well you will have that CV player on your backend for a big portion of the game, now my BB isn't geared for AA...so I'm not exactly suprised it can only knock off like 6 planes over an entire match (this while using the sector system) I'm often basically forced to eat torp because turning to avoid would give a broadside to an enemy BB, and even if there is room to maneuver the mid tier BB's in every case can't really dodge a decent drop. the MM however, isn't drowning in CV players waiting to enter a game...every match will have a good amount of cruisers, generally 4-5 BB's and 2-4 DD's however CV's are the one class that doesn't seem to pop up every single game. and there is a big skill gap between the new CV players and the ones that have experience...much more noticable compared to the difference between a decent and bad BB or cruiser player. personally I think we do need a healthy amount of CV players, so this means that the number actually has to go *gasp* up (at least in the mid-tiers (6&8) no matter how annoying they can be) as I do feel the air game adds another dimension to the game.
  15. conductiv

    Is it me or low tier cruisers are easier to play than BBs?

    tier 3, 4 and 5 you are slow as hell and generally unable to dodge much of anything, your AA and your accuracy sucks...you are however tough as nails and can delete most ships with a single well placed broadside. a lot of the torpedoboats you see also lack the ability to stealth torp you, have few guns, relatively poor captains and the HE that does hit has a relatively low chance to cause fires...so you don't get anywhere near as much stacking fires. in the combat effectiveness corner, I'd say that low tier BB's are still the better pick...the guns can be used against any target and are always effective, you have thick armor, high health and a heal meaning that unless any enemy apart from a BB manages to land torps you can shrug off an amazing amount of damage. cruisers on the other hand...well the only way they can deal with a BB in any decent amount of time is to yolo rush them with torps. the only real downside of low tier BB's is their pathetic movement speed, once you realize you are about to move up crap creek without a paddle...you have no real way out.