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Everything posted by daki
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The kind of Matchmaking that needs to stop
daki replied to Talladega_Night's topic in General Discussion
Imho CAs do not have any "effective safe margin" (excluding cover of course). Even at 15-17km they still get hit quite regularly by any half-decent BB. At the same time in order to use all the tools at your disposal you have to drop to close ranges i.e. 8-10km without the benefit of concealment that DDs have. All in all effective safe margin exists for BBs, DDs and CVs, but not for CAs. -
Which forum members have you seen in random battles?
daki replied to Cobra6's topic in General Discussion
When I saw the lineup I was looking forward to having some fun with Blyatimore radar and def AA (3 DDs + CV). Yet you and your division were so quick in demolishing the enemy that I failed to do much WP guys -
Which forum members have you seen in random battles?
daki replied to Cobra6's topic in General Discussion
I would say that the thread title is quite clear and self-explanatory -
At least you can always say that you showed compassion and support for your fellow BB player, irrespective if he used your help or not What I hate more are the growing numbers of useless and selfish DD players who refuse at all cost to use smoke for the team. Yesterday I had a perfect example: At the start of the match, a friendly Benson goes for the cap and spams a few times F7 (requesting support). Being a nice little cruiser captain in my shiny beloved Mogami, I follow him closely to help deal with any enemy DDs or a cruiser which may pop-up. While getting close to cap, I asked him: pls Benson smoke A He enters the cap, makes immediately the full stop and just sits there doing nothing. As expected, when I reached the cap shortly afterwards, I got spotted by the enemy DD and started receiving some incoming cruiser fire and those standard "I feel lucky today" salvos from enemy BBs at max range. Then I asked again: spotted, Benson pls smoke now. The jackass continues to stand still doing nothing (except launching one wide torp spread). As I clearly see that I will get proper f.cked with no support whatsoever, I managed to molest and sink the enemy DD before getting wrecked by the enemy team for an epic battle result of 22k dmg and 1 ship sunk... In the meantime, the Benson in question started moving slowly, probably to get a better view of me being screwed raw (with no Vaseline whatsoever ) since he was neither launching torps nor shooting. About 10 secs after I died he obviously gets spotted, pops a 2 puff smoke and camps there until completing the capture. Being royally pissed I asked him: useless f.cktard did you enjoy watching me die?? (and I am very rarely toxic in chat) And of course received the common response: L2P noob! (at least confirming that there were no language barriers).
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Which forum members have you seen in random battles?
daki replied to Cobra6's topic in General Discussion
Just met Teob_VG and his division buddy CorrinRoth on the enemy side. It was a rather easy and very decisive win for us, thanks largely to an epic 3x Bismarck division on their side. It amazes me how people in a 3 man division (and in a good ship) can manage to be so useless. In a division I can understand 1 person failing miserably, even 2 sometimes, but all 3 is quite epic -
Good place to see ship specific module and captain skill recomendations?
daki replied to Hawg's topic in General Discussion
In addition to vids and sites already listed, it is always good to participate in Public Tests as it allows you to try different skill combinations. Never focus too much on "number crunching" for choosing skills as the choice primarily depends on your playstyle and much less on the "numerical" benefits. Last but not least, by far the best advice I have seen here is from Tyrendian89, so I will shamelessly steal it and repeat it: Understand the ship, understand the game, understand the advice - and then use your own head. -
Be careful what you ask for. More armor means less overpens Thin armor is often an asset and not a liability.
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At least global warming deniers have more arguments to present for their invalid case Indeed, personal effect on the winrate is an easy to understand and basic concept, but imho its deniers are not complete idiots. They can be sometimes highly intelligent people that are just incapable of accepting personal responsibility on the emotional level, so they just look for the way to pass the blame to someone else (or something else). Those are the ones who always blame the team for the loss, any poor grade is because the teacher hates them... if all excuses fail there is always the final argument of "bad luck" (i.e. RNG). Hence no amount of explanation, education, science or whatnot, will have any effect on their opinions because that would lead to diminished self-image.
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Seems to be EU server related, NA works fine
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I have noticed the same trend especially in the last 2-3 months. As a cap aggressive player when in DDs, I have asked many times those players why they do it (both those who AFK the first 1-2 minutes or do not go for caps/scouting). The most common responses are: - I decided never to go in front again - No way there are radar ships on enemy team - Shut up noob L2P DDs - most common answer I get - No way there is a CV - I don't want to suicide - Relax the match is 20mins - I play smart only idiots push in a T10 match - I will go if you go first Many of those players tend to play BBs as predominant class (as I sometimes check the profiles after match) so I doubt anything can be really done about it.
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Which forum members have you seen in random battles?
daki replied to Cobra6's topic in General Discussion
Hahaha you had a great day, with lots of friendly faces no matter the side Our battle was among the quickest Standard battles I've experienced so far. We were done in about 9 mins. No matter the short duration, great fun thanks to some nice pure aggression which shattered the enemy Great meeting & playing with you all -
It is a well known mechanic. There is as much ship hull below water as there is above water - ships are not hover cars. The shell lands "near" but it hits the submerged part of your ship, hence the damage.
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Indeed, I entered Flamuu's raffle yesterday and got lucky. First time ever winning something on Twitch btw
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Why WG is so biased against anything British?[Espesialy LEANDER]?
daki replied to Anthoniusii's topic in General Discussion
WTF are you talking about mate? "Cur me persequeris" means "Why do you persecute me" in Latin and not the whatever BS you translated. It is a family motto of Eustace family which donated land for the Newbridge college in Ireland - hence I fail to see what it has to do with Royal Navy... I see that you are obsessed with gun range as the most important characteristic, which implies that you focus on camping. FYI, camping is not how RN cruisers should be played you know... -
Why WG is so biased against anything British?[Espesialy LEANDER]?
daki replied to Anthoniusii's topic in General Discussion
Please help me understand what WG has against the British. 5 out of 10 RN cruisers are among the best if not best cruisers in the entire game. Which other nation has that? Hence there is basically more evidence of "RN bias" by WG than to the contrary. -
Let me try to explain with some numbers . Minotaur has: - Heal ability of 936 HP/s for 20 sec which gives a maximum heal potential of 18.720 HP - Base HP is 43.300 - SE gives additional 3.500 HP So before heal effects you nominally get around 8,1% HP boost which is already not too bad, for a total of 46.800 HP pool. Heal, being very potent on high tier RN cruisers has a maximum heal potential of 18.720 which is 40% of total HP pool. If we assume 4 heal uses (with Superintendent skill) at its maximum effectiveness, we get a whopping 74.880 HP healed, well above the base HP (i.e. a maximum potential HP pool of 121.680!!). However, scaling between SE and heal is as such difficult to determine as it depends largely on the match circumstances. Nevertheless, if we assume based on the above that on average each heal provides a 40% bonus to SE effects (since it can heal up to 40% of HP), we end up a bonus of 1.400 HP per heal or 5.600 HP for 4 heals just coming from SE skill.. So finally with SE+heal, the effective bonus is around 9.100 HP (3.500 base bonus and 5.600 scaling bonus) which is 21% compared to base HP. Of course, in practice if you get insta-deleted by a well placed salvo at the beginning of the match the benefit is 0, however if you are lucky to receive only 100%heal-able damage and use 4x heal, the maximum SE benefit can go up to 17.500HP (3.500 + 3.500x4) or 40% of base HP. Hence to me SE is a far superior choice compared to any other skill for RN (excluding Concealment Expert of course).
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Strangely, no one is mentioning the buffed Mogami. Long time ago it was my favorite cruiser which became a bit tedious to play with awful turret traverse nerf. Now with 31.6s turret traverse on 155mm (with EM skill) it is an extremely fun and potent ship again, especially in combination with IFHE. Enjoyable even in T10 matches. Of course those Yamato shells can be annoying since they can citadel you from all possible angles, but one gets used to that when playing CAs So to all those looking for a sexy cruiser with nimble moves, delivering 15 shells of pure fun, look no further and revisit the Mogami
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Survivability Expert scales extremely well with the super heal that Minotaur has. Imho much more useful than any other 3 point skill. If you insist on a 4th level, you can always chose AFT to further boost excellent AA.
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What will you buy with your coins in the "Clash of the Elements" event "Gift Shop"?
daki replied to Leo_Apollo11's topic in General Discussion
I got an engine boost mod so far. Plan to get 2 more at least. Quite useful on VMF & US DDs If there are any spare coins left afterwards, maybe I will take the team fire camouflages as well.- 80 replies
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- Clash of the Elements
- Gift Shop
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Introduction: The idea behind this proposal is to improve and enhance the existing Random modes in order to provide more variety at a very low development cost for WG and with a hope of partially solving some MM and balancing issues. In the first phase, additional 4 new Random battles modes proposed are: - 7v7 Domination with 2 caps - 9v9 Domination with 3 caps - 7v7 Standard battle - 9v9 Standard battle In order to avoid splitting the playerbase, existing MM queues would be used with WG assigning likelihoods of entering any of the modes (e.g. 30% 12v12, 35% 7v7, 35% 9v9), which can be tweaked depending on popularity and availability of players Expected positive impact: - Much bigger variety of gameplay & tactical/strategic opportunities - Much more options for the MM algorithm to generate balanced teams and it would easily eliminate situations with 5 BBs or 5 DDs per side - Opportunity for players to experience the „Ranked“ 7v7 format without the stress & frustrations of the Ranked season. Similarly, ability to experience the „competitive“ 9v9 format without the stress of competitive environment or need to be in the clan - Bigger influence of a single player (or a division) on the match outcome - Promoting more aggressive (i.e. less campy) gameplay by having a reduced number of guns in the match compared to 12v12. - Promoting teamplay since less players per side require more teamwork to win - CA class would be more enjoyable to play in such formats Possible negative aspects: - Skill mismatch in divisions may lead to one-sided battles - XP and credits issues per match may occur unless WG adjusts earnings depending on the mode - Some damage farmers might be unhappy due to lower HP pools available for farming Development costs & efforts for WG: Imho the related efforts and costs are minimal. As seen on live server and PT as well (e.g. during 0.6.3 PT), the game MM already contains the code for the 7v7 and 9v9 match possibility. Some MM rules (on top of existing ones) should be introduced to make them more enjoyable and balanced such as: - No more than 1 CV and no more than 3 ships of any other class in 7v7 and 9v9 - Max 1 division per side in 7v7 and max 2 divisions per side in 9v9 - Possibly allow only one 2 player division in 7v7 (to limit the impact of divisions), which should be of course mirrored – i.e. both sides should have the same number of players in divisions. Players would of course be free to create more divisions during the match as per the existing functionality - Determine maps and their frequencies for the rotation Some personal observations: For me personally, this proposal was motivated by my deep unhappiness with the trend of increasingly camping meta especially noticeable in the last 3 months. Lets be honest, imho the biggest detriment to aggressive play (especially in case of CAs and DDs, but BBs as well) is that players leading the charge tend to be focused by 6 or more enemy guns when spotted. In other words, more often than not, aggressive play is punished (with too many guns focusing you a lot of shells are rather certain to hit and sink you quickly no matter the dodging skills) – which in the end just promotes camping. With smaller teams such situations will occur less often and dodging skills will play a more prominent role, which should reduce the fear of pushing for the objectives and hence make the gameplay more dynamic. Final remarks: This should be a discussion topic. Please keep the discussion free of insults, toxicity and personal attacks. Some light trolling in good humor is of course fine (I especially like good any funny memes ). I will try to include as much constructive points from the discussion in the original proposal, in order to have a more detailed and thorough proposal.
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Enhanced Random battle modes – addition of 7v7 and 9v9 (besides the existing 12v12)
daki replied to daki's topic in General Discussion
I agree that splitting the playerbase would be bad. That's why under my proposal the same approach would be used as it is the case now with for example Standard/Domination/Epicenter battles where the type of battle you join is decided by MM and not by player (depending on predefined % by WG) You are correct, smaller the teams bigger the impact of AFK players. Still, based on my experiences the AFK numbers are not big, so I consider the impact limited. -
Plea to Wargaming; high tier camping must go.
daki replied to G01ngToxicCommand0's topic in General Discussion
CV rework will not help much. Even when they were much stronger, it was not a popular class (since it is a "RTS" minigame within a shooter). Hence no matter what is done to them they will never become popular. Killing smoke? What a joke of solution. Again it will help very little and just kill an entire class. Imho the easiest and simplest solution is to reduce the size of teams. 12v12 means that all those who push get focused by 6+ enemies and usually die quickly - especially now with changed spotting mechanics A player who has average/decent dodging skills can deal with about 2-3 ships focusing him and still push forward surviving long enough to make it worthwhile. To those who will try to argue that last season ranked 7v7 was a campfest: compared to current high tier meta in randoms it was a high-paced action packed thriller despite being heavily smoke oriented due to Belfast & Fiji (and DDs of course). My 2 cents -
Enhanced Random battle modes – addition of 7v7 and 9v9 (besides the existing 12v12)
daki replied to daki's topic in General Discussion
Thanks for pointing out, now I understand my mistake and will edit immediately -
Enhanced Random battle modes – addition of 7v7 and 9v9 (besides the existing 12v12)
daki replied to daki's topic in General Discussion
Indeed, so WG should employ the XP&credits calculation formula from Ranked as I believe it gives an adequate reward for 7v7. Speaking of maps, it is crucial to have an appropriate map selection and if needed some maps can be scaled down in order to avoid too much of empty seas. Well, I found it a bit pointless to add as in the first poll question there is already an option to show dislike of the idea. Basically if you dislike the idea, there is no point in answering the second question. -
Enhanced Random battle modes – addition of 7v7 and 9v9 (besides the existing 12v12)
daki replied to daki's topic in General Discussion
My main concern with anything above 12v12 is that it would lead to even more colossal amount of camping. Judging from current MM queues I would expect 20v20 to be full of matches with 8+ BBs (and 8+ DDs) which would just lead to walls of torpedoes on one side and big camping blobs of BBs on the other side staying at max range / near borders. So I would expect rather the opposite of epic naval action you are looking for. Finally, I fear that with such huge teams the efforts of single players (or even divisions) would influence much less the outcome of the match - leading to the feeling of being powerless to affect significantly the outcome. To those who disagree with the proposal: I would appreciate to hear your concerns since I am equally interested in opinions of both those who agree and those who do not. Only then can we understand better what are the pros & cons of the approach, including possibly ways how to address those issues. I listed just a few of negative effects in OP, but I am sure that there are more, so feel free to speak up
