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conductiv

Beta Tester
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Everything posted by conductiv

  1. conductiv

    Fix MM please

    you have a piont there, while I can play WoT for several hours on my own before getting bored, this game is very boring when playing on my own -random teamwork is very hard to find, even though the game depends on it. and even if I successfully save a ally from impending torpedo-bomber doom I don't really feel like I achieved a whole lot. -typical battle strategies that work on land warfare take very long to execute, and can turn against you in a split second. you can't really pincer or try to slip past the lines, by the time that maneuver is completed, the whole battle situation might have changed, so its generally better to stick together and "slug-it-out" so to say. -DoT support (sinking and fire) HE is considered less effective then AP..and hence is hardly used. and torps are the only things that cause the sinking status effect...so even the fun of trying to torch down enemies or breaking specific stuff on their ships to gain a advantage, while fun... automatically makes me feel as if I'm gimping myself. -because of that..it seems the major skill in this game is gunnery..aka making those AP citadel hits that can kill a enemy ship in seconds. and while being a good shot is fun..its also very shallow and won't keep me entertained for long. now I also play the stealthy destroyer and the battleship for a change of pace of my usual CA gameplay...but somehow...the battleship just doesn't catch on...plays a lot like US CA's with even bigger guns and yet again the only really viable ammo is AP. and while destroyers gave me the thought "okay..lets spam HE and let him burn, then torp him to get him to sink and re-ignite him for some whopping DoT damage before running off in a cloud of smoke"...it just seems to be a lot more effective to launch torps from 7km out on unaware enemy ships and...use AP so you can at least deal 2K damage on a good hit. maybe I need to switch DD from IJN to USA and use their spammer guns...ineffective maybe but it would be a lot more FUN if it actually works
  2. conductiv

    Pensacola

    best advice I have been able to dig up is to keep the side angled towards the enemy guns at all times..less chance of them walloping the rather big and weak citadel. -support battleships, start by taking down all the "weaker" ships (DD's first and cruisers second, as you kill them quickly) when you see a BB or CA lining up a shot on you...high tail out of there. and let the allied BB wallop them...if he goes for your BB ally, shoot him. -when a enemy DD tries using its smoke use your scout plane or ask nearby allied BBs/ CAs to use it...the plane will fly circles around you 5-10 km out and will enter the cloud eventually...spotting the DD...greatly reducing the risk and it might open up a shot -when a allied DD uses its smoke, stay behind it..the allied DD might be able to spot allowing you a shot..you will vanish soon after as long as the smoke is between you and the enemy force, a target flickering in and out of spotting range is harder to hit. if the allied DD is being pestered by aircraft..move up to get these planes at the edge of your AA..can save the DD as it can't hide with the aircraft on its tail...but keep in mind that while gunning down aircraft the enemy will spot you when enemy aircraft get within your AA range and they seem to be lining up the shot.. -use the Y key to make their torpedo-spread insanely wide..helps both you and your BB buddy. -aim at aircraft that havn't dropped their load yet with ctrl+ click on enemy aircraft...focus the AA on those planes as to reduce their number (and number of torps dropped that way) less torps is easier to dodge. keep an eye on what your CV is doing -some CV's stalk enemy DD's with fighters, these DD's can't hide and as such are great targets to nail before they can unload their torps on allied BB's or CV's...or cap. this is a opportunity that can be exploited. you can also ask allied CV's to use fighters as scouts when you spot smoke clouds in caps or on critical junctions...but its generally better to use the "less usefull" scout plane for that. as that fighter can be used for more productive purposes in 90% of the cases -when a nearby CV is being chased, tell him to move your way..usually its a DD that slipped past, and with the CV moving your way you might be able to intercept all the tips are easier said then done...ships are slow so you will have to be at the location before it all happens..on top of that you are not very maneuverable. but it might be able to help you..and your allies out a bit. this naturally works better when you have a BB or CA to division with, as random BB's tend to sit wayyyy back where you can't do anything up to the moment the enemy breaks through..and at that piont you already lost.
  3. I know the skills where different but I wanted to know if the system calculates the buff multiplicative or additive, and that is why I only gave the example for pyromania to show what I meant with additive or multiplicative. the example for fire prevention would be: 15% chance of catching fire (hit by 203mm HE shell) -7%(additive)= 8% of catching fire or 15% chance of catching fire (hit by 203mm HE shell) *0.93 (multiplicative) = 13.95% of catching fire end example. what mechanic is used by the game in its current form? the multiplactibe "buff" or the additive "buff". are the bottom or top examples correct?
  4. its not just the hate towards CV's, its the general lack of teamwork...because like you said...the game depends on it. the bashing is mainly because the CV plays a top down RTS, and doesn't use guns/torps in the typical FPS style used by other ships...the fact that you are different will cause you to catch some flak from the haters..I did however not predict it would go as far as teamkilling on a regular basis. CV's have the greatest tactical depth, aka they are the most flexible in capabilities. being able to scout, attack high and low armored targets and attack aircraft while having a pretty high field coverage as well...leaning towards one specialty more then another depending on their loadout/aircraft setup abilities available. this makes them a great asset to any team and deadly when played by someone that can see and "abuse" opportunities provided by the team. the rest of the ships have less tactical depth, but quite clearly defined roles..and will shine when used in that role by a capable player. the problem with a defined role is obvious weaknesses, and you will need support to cover them. this often means that the CV will have to cover the ships...rather then the other way around.
  5. conductiv

    Possible game breaking mod

    most of the skill ingame is gunnery..leading and shot placement..naturally if mods are allowed we will get mods that just give you the aiming vector to get the highest chance to hit the enemy ships lower midsection (typical citadel position on almost all ships) hence "aimbots" would be a lot more effective in this game then they would be in WG's flagship game.
  6. exactly the same response I got when I claimed SPGs where OP in WoT beta.... "play them" only to reach the exact same conclusion, funny thing is that I didn't even claim they where OP here I only highlight the similarities. I have commented on the fact that it does have fighters and they can be used to protect the carrier or scout for the carrier. I actually repeated many comments made by CV experts like yourself. (like you should hit at least 1 out of every volly by manual dropping close, use your fighters to collect intel..etc.) -I did not the fact that fighters could be used to protect other vessels..something you seem to actively demote because it was too "piont and click" and shouldn't be rewarded. instead you prefer to suicide them into enemy fighters to get bomb-runs through. I did state fighters where the most effective AA and that they could be used to protect the carrier or its planes. I claimed they could get the planes in the air between 20-35 seconds (Ichase comment: in 20 seconds if they get all the captains plane upgrades)..I did not claim they made bomb runs that quickly as that depends on distance and if the planes are shot down or not (your claim) I did state they had more time to affect the game (its common knowledge that WoWS battles last longer then the average WoT game), I did not state they had more shots/runs then a SPG I did not state the CA AA burst capability, because it can be avoided by picking the right targets (I dunno who created the guide...but come on...) there is no need to play them while describing what they can do..especially if others have already commented on them and added replays and ingame footage to show it. you do need to play them to estimate their skill requirement, something I did not do..and hence made no comments on
  7. be carefull with the CV vs SPG comments, -SPG is wildly inaccurate, unreliable, very slow and one can take cover from it on most maps. it plays games decided in 4-5 minutes...90% of all SPG's are instantly dead when spotted, as they have no armor, no HP, and no speed. keep in mind that SPG's require their team to acquire targets -CV can get its planes up every 20-35 seconds, regardless of tier and plays slower games allowing for more time to affect the game. one cannot take cover from it and it will always inflict partial damage when used well (you can dodge most..but not all torps & bombs) and you require a LOT of AA support to take down 6 planes per squad before they drop their torps/bombs...something a wise CV player simply avoids, because they can spot their own targets without running into a wall of AA using the fighters as scouts defensively a CV is also a lot better, it can counter itself with the best AA available..fighters. its got a good number of HP and its roughly as fast as most other ships..allowing it to simply run off and pelt the pursuer with torps and bombs. As I have already said before, the current protectiveness of CV's looks a lot like the protectiveness people had over SPGs in the WoT beta. And while there are significant differences (like the fact that WG decided to extend the SPG line and impose limit caps later on, rather then in the beta like they did with CV's) I think there is a high chance it will go the same way..aka..gets a nerf, becomes less effective..public support drops like a brick and demonizing starts.
  8. questions about captain skills, are pyromania (tier 4 first one) and fire prevention (tier 5 first one) multiplicative or additive on the fire chance. example for pyromania: 15% (203mm fire chance) +5% (additive) = 20% or 15% (203mm fire chance) *1.05 (multiplicative) = 15.75% end example.
  9. as the game is currently designed, no class is absolutely required and every class can kill every other class....no class should have (near) immunity to another..
  10. apart from spotting a capping hidden DD in a smoke cloud I haven't really seen any dependence on spots...on top of that, the carrier can usually do that easily and practically risk free using its fighters due to the pathetic AA range of ships. currently at tier 8...doubt that will change significantly in the next 2 tiers
  11. conductiv

    Can you please make Domination mode optional?

    I don't like it either, because I feel forced to yolo in there and take the cap while the best ships are hanging back doing f*ck all to help out, and after that its a 50-50 shot whether or not we will actually keep that one cap...never mind the other 2-3 that may or may not be taken by allies. you get too many players not trying to win, but trying to inflict damage..and this often leads to very disappionting losses.
  12. conductiv

    going the same way as wot

    while it might seem like a players mistake, it is actually that the game promotes very careful tactics with carriers, battleships and cruisers...well and we all know what happens with the overzealous destroyer. battleships are the straight up slugging class, but they can outrange almost everything with their main artillery weapons...and up close, even though they are practically impervious to artillery citadel hits of everything but their own class, they take a lot of damage. as such its promoted to use them like long range "snipers". the cruiser is a support ship in this game, while it does have a good gun it takes a lot of shots to kill a BB, and the BB or any of its supporting CA's can destroy it extremely fast. on top of that, the forums promote the use of the cruiser as a AA support ship. hence they often try to follow the BB...at least until they get bored by the BB's position in the far back of the map. similar things could be said of the destroyer and the carrier...but this does mean that no class is willing to take point and attempt to cap/ engage a position where multiple enemy ships might be.
  13. yup, that's because BB's think they should snipe...and no other class having the durability for a head on fight. this is also the reason for the rather high draw rates at the moment. about carriers, they are not that fragile and the higher tiers are not exactly slow...they go like 30 knots...that gives the average CA a catch up speed of...4 knots...aka..bloody slow....actually almost every ship in the game has a top speed around 30 knots, the only real difference is acceleration rates and the turn radius. currently CA and DD have to worry about their fragility..as everything can kill them extremely fast. and CV's like to sit back because...well...they use planes...dozens of them...no need to eat shots when you have cross map range with disposable assets and quite adequate accuracy. BB's like to sit back because they can outrange everything with their guns, why risk closing in and eating a torpedo/shell when you can just spam at 20KM and hope for a few lucky hits...you need only 1 lucky volly on a CA to take away 60%+ of its HP and deal 20K odd damage
  14. conductiv

    Penascola captains

    -DPM is abysmal due to low RoF, it does get a bigger gun but that guns doesn't do almost twice the damage (7,5 shots/min to 4 shots/min) -loses larger benefit of the turret traverse increase skill (as its guns are over 155mm, the cleveland uses 152mm guns, penascola uses a 203mm) -no real improvement in AA when upgraded, less AA when stock -acts almost like a BB when steering, its slow and ponderous to get off to a start -turrets are very slow stock...worse then a BB, but becomes a tiny bit better then the cleveland when upgraded (180/45 sec becomes 180/30 sec) however this advantage is pretty much undone by the commanders tier 2 skill like practically any cruiser, the sides are insanely weak and tend to give the enemy citadel hits when hit near the waterline. only just started on the new orleans, no idea if its any better...first game..its still slow..has in stock condition less guns with abysmal DPM so up to now...no real improvements.
  15. conductiv

    Ramming - A legitimate tactic?

    well since credit and experience gains are tied to your damage output, I guess ramming, even if the battle is already lost and you are the last guy standing is a valid last resort. You can't really ram to spite the enemy..you are either doing something daft and trade your high HP count for less return, ending the battle with poor results..or wiser and use it when all is lost to gain extra credits/exp. you shouldn't care about the other guys garage/port economy
  16. conductiv

    Quality of life improvements based on WoT

    what don't you agree with? -that suggestions won't be implemented or considered because they are in development or already turned down/came up on RU forums -that the developers are most likely russian -that they most likely read the russian forums if they read forums atoll, and are influenced by the suggestions there -that the EU office of WG will mostly send mostly demographics to them, and very few if any suggestions during the beta period honestly I havn't seen any developer post in these forums, only WG-EU members and the few I have seen of them where news messages, personal game-play babble, guide pinning or comments regarding rules or support. nothing so far related to any suggestions or their policies regarding them
  17. conductiv

    Quality of life improvements based on WoT

    yes, feedback is welcomed...but not expected.
  18. conductiv

    Rewards for providing air cover

    torp bombers are by far the greatest threat to BB's (BB's need support to take enough of them down to avoid damage, and they can close in fast unlike a DD that can be 1 shot a entire wave cannot be eliminated immediately), so reducing the number of air-dropped torps is definitely a good way to help the team out, should the enemy CV run out of torp bombers, your fighters can still be used as effective scouts to negate the DD's largest advantage oddly enough, this automatically leads to a balanced setup...torp bombers to become a major threat to enemy BBs, and fighters to protect yours OR your own bombers. going to far 1 way and you will feel it. -with less torps, you will become less of a threat to enemy BB's...forcing your own BB's/CA's to slug that HP off -with less fighters, you will be unable to protect your own bombers or your team, as such they will take more torpedo damage. is it rewarded enough...I dunno, prevented damage by pre-emtive annihilation of enemy planes is harder to measure then damage done by your planes
  19. conductiv

    Quality of life improvements based on WoT

    this is not a stress test, and to see if the tier ladder "worked" the alpha pool should have been enough already. a perfectly working game is not expected, but all the major work is already done. the OP's suggestions are minor features at best...this means that while not required to run the game, it might make it more attractive for the target customer group. (though many of them would probably already be in development in one form or another, comment reel...chat etc.) this however doesn't mean that they will be implemented or even considered, as I think the major development team is Russian and will so doing be more inclined to listen to Russian forum feedback (as that is what the'll see...they won't visit this forum and hence only read the WG-EU reports that would most likely contain nothing more then player demographics..and maybe..a few minor suggestions if they are made frequent enough and catch the eye of a staff member)
  20. conductiv

    Quality of life improvements based on WoT

    This is a beta test, this means all the main features are in and the most obvious bugs are out...the rest is finetuning (minor bugs, non-core features, balance etc.) so feedback should be appreciated...otherwise the idea of a beta test would be completely void there are various garage and control based features I would like to see changed, particulary a battle log where I could see the performance of the last few battles, a training room/fire range where you can test various features, fine tuning of the cross-hair/binocular sight (and its zoom function), I would also like to select the mission type of the scout planes...or at least have a modicum of control over it. the port gives a pletora of information already, something I absolutely love..but it left out the penetration statistics of the shells after battle report gives AP, HE and ramming damage even over primary and secondary armament but fails to show the damage caused by DoT effects (sinking, burning) while both are very common status effects. all minor tidbits that would make the game more attractive for me
  21. conductiv

    I want the game to show me how much damage each shell makes

    Are citadel hits reliable then? I was under the impression it had a save much like modules in world of tanks.
  22. conductiv

    Accuracy at range

    what distances are we talking about? at close range..(10KM or less) with proper lead (main focus on the speed here...often between 25 and 32 knots if this is your speed range the lead is fairly constant no matter how much you zigzag) your ship is too big and sluggish to respond to incoming shells (unless you are a DD), they can aim and fire, and before you leave the aimpiont the shells have already hit you. from far away (15-20km) you can get caught by spread from plunging fire....almost all shots come from a high angle at that range and the spread becomes big enough that the volly acts a bit like a shotgun blast from the sky. though hitting any zigzagging target at that range reliably is hard.
  23. why did they use "range" or "radius" everywhere else..and called the basic one "area efficiency"? wording is needlessly confusing if they just mean range 3 times but use 3 different words for it.
  24. what does the "efficiency" boost do then from the "basic firing training" skill?...I just read that as +accuracy.
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